Re: [android-developers] HttpUrlConnection issues
Thanks for the help there sport! On Sun, Jun 5, 2016 at 2:26 AM, gjswrote: > Use another thread > > -- > You received this message because you are subscribed to a topic in the > Google Groups "Android Developers" group. > To unsubscribe from this topic, visit > https://groups.google.com/d/topic/android-developers/aOaubqH7SgY/unsubscribe > . > To unsubscribe from this group and all its topics, send an email to > android-developers+unsubscr...@googlegroups.com. > To post to this group, send email to android-developers@googlegroups.com. > Visit this group at https://groups.google.com/group/android-developers. > To view this discussion on the web visit > https://groups.google.com/d/msgid/android-developers/9acd0075-d7e5-4df8-bc41-c85cd0aef731%40googlegroups.com > . > For more options, visit https://groups.google.com/d/optout. > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. To post to this group, send email to android-developers@googlegroups.com. Visit this group at https://groups.google.com/group/android-developers. To view this discussion on the web visit https://groups.google.com/d/msgid/android-developers/CAC5M3kM-sYR8ZECu%3D8TdE7w5jRmsaK_zc%2BdMRh18k7zvkvO0%3Dg%40mail.gmail.com. For more options, visit https://groups.google.com/d/optout.
[android-developers] HttpUrlConnection issues
My API is 23. I am having issues where my device does not send the connection request. I have tried on the emulator, a phone running 6.0, and a tablet with 5.1. Can someone please give me some assistance? Been banging my head against the wall for hours now. import android.app.Activity; import android.util.Log; import android.view.View; import android.widget.Button; import android.os.Bundle; import android.widget.TextView; import java.io.BufferedReader; import java.io.InputStream; import java.io.InputStreamReader; import java.net.HttpURLConnection; import java.net.URL; public class MainActivity extends Activity { /** * Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); final Button ConnectButton = (Button) findViewById(R.id.ConnectButton); final TextView IpAddressEntry = (TextView) findViewById(R.id.IpAddressEntry); final TextView PortEntry = (TextView) findViewById(R.id.PortEntry); String IpAddress = IpAddressEntry.getText().toString(); String Port = PortEntry.getText().toString(); ConnectButton.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { HttpURLConnection connection = null; String IpAddress = IpAddressEntry.getText().toString(); String Port = PortEntry.getText().toString(); try { String urlConnect = "http://; + IpAddress + ":" + Port + "/connect"; URL url = new URL(urlConnect); connection = (HttpURLConnection) url.openConnection(); connection.setRequestMethod("GET"); connection.connect(); Log.i(urlConnect, "myIP"); connection.setDoOutput(true); InputStream is = connection.getInputStream(); BufferedReader reader =new BufferedReader(new InputStreamReader(is, "UTF-8")); String webPage = "",data=""; while ((data = reader.readLine()) != null){ webPage += data + "\n"; } } catch (Exception e) { } finally { if (connection != null) { connection.disconnect(); } } } }); } } -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. To post to this group, send email to android-developers@googlegroups.com. Visit this group at https://groups.google.com/group/android-developers. To view this discussion on the web visit https://groups.google.com/d/msgid/android-developers/b5cac5a6-575c-43ab-8edf-9d58834aa51b%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[android-developers] Captive portal for mobile hotspot
I am trying to find code to help me force those that connect to my hotspot from my Razr to a captive portal. Is this possible? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] dragging Multiple object in Android
Hello guys, I am having hard time dealing with this project (Dragging Multiple Circle). I already made it, it works when all the circle is at the leftmost top of the screen but it seems not working when I started to re arrange the object using the graphical layout of main.xml are the circles have their own layout upon dragging? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Problems seeing mobile device via ADB
If you still have a problem after installing drivers (but without a system restart) you may need to restart the adb server process. Can't remember the exact name of it, but it wasn't hard to find, so probably contained adb. System restart would get the job done too, but killing that process works. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Annoying shutter click undermines scientific research.
I am involved in a project to use camera enabled Android devices to detect cosmic ray events ( http://www.distributedsensorweb.org/wiki/index.php/DECO). It is enjoying some modest funding from the American Physics Society and interest from Fermi Labs and Standford Univ. The intent of the app is to run while the phone is plugged in and charging, like while the user is sleeping. As such the shutter sound must be defeated. In fact, even if you were running it on your desk while working the shutter sound is so annoying as to inspire you to reach for a hammer. For most phones we have been able to make use of the mechanisms seen in previous posts: mute streams and/or set volume to 0. However, for a recent phone, the LG Optimus Elite (were using low cost Virgin Mobile devices as some of the test devices to reduce costs), none of the old tricks work: the shutter sound always plays. BUT!!! I can download a camera app from the Google Play -- aptly named SilentCamera -- which will take pictures, well, silently. And whatever solution it is employing is not using the MODIFY_AUDIO_SETTINGS permission. I have already burned several hours researching and trying a variety of things. As I've indicated I have tried muting and setting volume to 0 for all streams, just before the camera.takePicture() call. And have tried to do the same in onShutter(). What I have learned is (according to the logs) that the camera is playing the shutter sound BEFORE the onShutter() call. Obviously, I am hoping someone on the list can help. Thanks. /J Note: The LG Optimus Elite is running 2.3.7 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Annoying shutter click undermines scientific research.
We've tried this. The sound is so percussive (I think) that we only get a little relief. Also, it won't work when we release the app to the wild as it is intended to be used by people all over the world to build a large scale observatory. Mucking/altering the speaker of the phone isn't going to appeal to the widest possible audience. /J On 09/02/2012 02:40 PM, Fred Niggle wrote: IF all else fails : put a plug of blu-tack or similar firmly into the hole the sounds comes from... it solved the proplem for myself, and its easy to remove with a toothpick ! On 2 September 2012 22:02, Jeffrey Peacock jeffp.ea...@gmail.com mailto:jeffp.ea...@gmail.com wrote: I am involved in a project to use camera enabled Android devices to detect cosmic ray events ( http://www.distributedsensorweb.org/wiki/index.php/DECO). It is enjoying some modest funding from the American Physics Society and interest from Fermi Labs and Standford Univ. The intent of the app is to run while the phone is plugged in and charging, like while the user is sleeping. As such the shutter sound must be defeated. In fact, even if you were running it on your desk while working the shutter sound is so annoying as to inspire you to reach for a hammer. For most phones we have been able to make use of the mechanisms seen in previous posts: mute streams and/or set volume to 0. However, for a recent phone, the LG Optimus Elite (were using low cost Virgin Mobile devices as some of the test devices to reduce costs), none of the old tricks work: the shutter sound always plays. BUT!!! I can download a camera app from the Google Play -- aptly named SilentCamera -- which will take pictures, well, silently. And whatever solution it is employing is not using the MODIFY_AUDIO_SETTINGS permission. I have already burned several hours researching and trying a variety of things. As I've indicated I have tried muting and setting volume to 0 for all streams, just before the camera.takePicture() call. And have tried to do the same in onShutter(). What I have learned is (according to the logs) that the camera is playing the shutter sound BEFORE the onShutter() call. Obviously, I am hoping someone on the list can help. Thanks. /J Note: The LG Optimus Elite is running 2.3.7 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com mailto:android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com mailto:android-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Ubuntu Speech input https://play.google.com/store/apps/details?id=com.nds.ubuntuspeechinput is now available on Google Play, along with Magnetic Door Alarm app https://play.google.com/store/apps/details?id=com.nds.magneticdooralarm. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Annoying shutter click undermines scientific research.
Each of those is possible. Going through the front door channel might invoke more resistance as it would then be a kind-of official reply. I was hoping s/he might be on this list. I'm also betting that someone here knows the answer. /J On 09/02/2012 02:49 PM, Kristopher Micinski wrote: Jeff, In the worst case scenario, you could just disassemble the app and reverse engineer it... In the best case scenario you should email the developer and ask him how he's doing it, citing your research as why you need it (providing proof you won't rip off his app, presumably).. kris On Sun, Sep 2, 2012 at 4:02 PM, Jeffrey Peacock jeffp.ea...@gmail.com wrote: I am involved in a project to use camera enabled Android devices to detect cosmic ray events ( http://www.distributedsensorweb.org/wiki/index.php/DECO). It is enjoying some modest funding from the American Physics Society and interest from Fermi Labs and Standford Univ. The intent of the app is to run while the phone is plugged in and charging, like while the user is sleeping. As such the shutter sound must be defeated. In fact, even if you were running it on your desk while working the shutter sound is so annoying as to inspire you to reach for a hammer. For most phones we have been able to make use of the mechanisms seen in previous posts: mute streams and/or set volume to 0. However, for a recent phone, the LG Optimus Elite (were using low cost Virgin Mobile devices as some of the test devices to reduce costs), none of the old tricks work: the shutter sound always plays. BUT!!! I can download a camera app from the Google Play -- aptly named SilentCamera -- which will take pictures, well, silently. And whatever solution it is employing is not using the MODIFY_AUDIO_SETTINGS permission. I have already burned several hours researching and trying a variety of things. As I've indicated I have tried muting and setting volume to 0 for all streams, just before the camera.takePicture() call. And have tried to do the same in onShutter(). What I have learned is (according to the logs) that the camera is playing the shutter sound BEFORE the onShutter() call. Obviously, I am hoping someone on the list can help. Thanks. /J Note: The LG Optimus Elite is running 2.3.7 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Annoying shutter click undermines scientific research.
Yup. Sound plays through speaker anyway. But thanks. It shows people are listening (pun intended) and helpful. /J On 09/02/2012 02:50 PM, RichardC wrote: Have you tried inserting a headphone lead? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Can you send parcelable across processes without aidl ?
Yes but only if the receiving process knows how to unparcel the object. On Jul 9, 2012 11:29 AM, Agus agus.sant...@gmail.com wrote: Can you send parcelable across processes without aidl ? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Augmented Reality Implementation
I'm trying to implement a simple augmented reality tool for Android. All it needs to do is take as input my location and device orientation and the location of another device and present a camera view with an icon overlaid in the appropriate place in an appropriate size. I'm stuck in two places: I wrote code to get updates for the current azimuth, pitch, and roll of the device. The code looks like this: private final SensorEventListener goodListener = new SensorEventListener() { private float[] magneticValues; private float[] accelerometerValues; public void onAccuracyChanged(Sensor sensor, int accuracy) { } public void onSensorChanged(SensorEvent event) { switch (event.sensor.getType()) { case Sensor.TYPE_MAGNETIC_FIELD: magneticValues = event.values.clone(); break; case Sensor.TYPE_ACCELEROMETER: accelerometerValues = event.values.clone(); break; } if (magneticValues != null accelerometerValues != null) { float[] outR = new float[9]; float[] orientationValues = new float[3]; SensorManager.getRotationMatrix(outR, null, accelerometerValues, magneticValues); SensorManager.getOrientation(outR, orientationValues); double azimuth = Math.toDegrees(orientationValues[0]); double pitch = Math.toDegrees(orientationValues[1]); double roll = Math.toDegrees(orientationValues[2]); } } When I use logging to read these values, they seem relatively stable, but they do not seem to correspond to angles around any natural set of axes, and I can't figure out what the numbers represent. How should I interpret these numbers? The tutorial at http://www.devx.com/wireless/Article/42482/0/page/3 takes a much simpler approach, but I cannot get it to work. Once I have my device's azimuth, pitch, and roll, along with my latitude and longitude and that of the other device, how can I determine where to put the icon on the screen? This seems to be a complicated geometry problem where we must imagine the view field of the camera as an infinite cone, project it onto the surface of the earth, and see if the other location is inside the projected area, but this seems awfully complicated. Is there a better way that I'm overlooking? Thanks! - Jeff -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] how to install applet by OTA On Android phone?
You need an OTA reader and a javacard tool to install applet to an SE. To install applet to PN65N, you also need the set of keys or public key to generate an load/install token to get authorized to install. Or, a simpler answer is no, you cannot do it because the keys are not available. On Apr 24, 2012 5:15 AM, 何斌斌 hbbs...@gmail.com wrote: HI All: Now I'm operating the SE of PN65N chip, but I don't know how to install applet to SE by OTA, Can anyone help me? Thanks very much. -- binbin he Mobile: +86-18616626972 Msn: hbbs...@hotmail.com -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Power button
I am developing an app, I would like to use the power button as a panic button. Is there a way to hook into and catch globally from a service. I know that android fires the intent.action SCREEN_ON and _OFF but this causes issues. I have a service that monitors for screen on/off sets an alarm on first press to expire and reset a setting if not hit 3 times in 1.5 seconds. There are times that this condition can be met just by the normal power down of the screen. e.g. market is downloading an app and screen goes to sleep, you wake up to check and turn off the screen after checking Any help greatly appreciated. Jeff -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Regarding play audio files using SoundPool class
What requirements are you needing. I would suggest amrnb or ogg to keep them small, ogg for quality, never wav or mp3. I personally would put them in the asset directory it seemed to work better for my app Jeff On Dec 19, 11:15 pm, kumar varma kkvarm...@gmail.com wrote: I've created an application which uses around 40 small audio files. Right now I'm using mp3 files and each is around 250KB. These files are stored in my res/raw directory. I'm using SoundPool class to play the files in my application. Can one of you suggest what is the best way to store so many audio files? Will my application be scalable? Is wav or ogg format better approach instead of mp3? Please let me know. and one more doubt every time I wanna play 3 audio files one by one using SoundPool class can you please any one suggest me to do this Thanks , Kumar. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Using queueEvent for OpenGL
Okay. In my project I am trying to have an OnTouchEvent cause a change in my Renderer thread but I can't figure out how to get this working. I was having the touch event change a boolean value to put the draw method onto the proper trail for what to draw, but there is a 3 second delay before it decides to check the boolean value. When I was working with canvas I was able to do a Synchronized action with the gamethread, but alas I cannot figure out how to get this to mesh with my renderer, as there are several things I don't know how to substitute. Also, I am getting a bit tired of google's sample code not actually being working code, and just an idea to work off. For example I want to try to use queueEvent, but going off of this example: http://android-developers.blogspot.com/2009/04/introducing-glsurfaceview.html The code here public boolean onTouchEvent(final MotionEvent event) { queueEvent(new Runnable(){ public void run() { mRenderer.setColor(event.getX() / getWidth(), event.getY() / getHeight(), 1.0f); }}); return true; } does not not work. I get the following error The method queueEvent(new Runnable(){}) is undefined for the type Main and if I make a method named that (which I don't think is what I should be doing as the example listed doesn't do this) then all it's doing is creating another method in the same thread and there is no progress (correct me if I am wrong, and I am probably wrong). I've tried looking for examples of how to use queueEvent and all I can't find a proper explanation. Or if I could find an example of syncing an Ontouchevent to the renderer thread then I could work from there. I don't have too great an understanding of a lot of things. I have been stuck many times before on problems but I can usually figure them out and eventually learn how they work. Basically I don't want to get a generic You should learn Java/OpenGL/Whatever before you try this as this is the last obstacle in my way (as far as I can see) before all the rest of the work is math and logic, and I don't want to spend money + time pouring over books for the answer to this question. If someone could please help I would be grateful. I am also willing to offer more information if needed. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Using a coordinate system in OpenGL
I have tried to search for this but because of some of the generic terms I've been coming up blank. In many of the OpenGL tutorials I have seen they all show you how to draw something in the middle of the screen but they never tell you what the coordinates mean. I'm writing an app the is using a surfaceview/onDraw() system and I want to know if there is anyway to carry over my X/Y values into OpenGL. Also at that rate (and I know this is probably a very dumb question) what does the f denote when at the end of a number? Most OpenGL coords are 2.0f or similiar and I don't know what that means. Please assist. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Using a coordinate system in OpenGL
Okay, after a more specific search I realize that the f denotes a float, what importance does that have? I have read that it can be left off in situations but that was in a discussion about a different programming language. On Aug 9, 9:10 pm, Jeffrey jeffisagen...@gmail.com wrote: I have tried to search for this but because of some of the generic terms I've been coming up blank. In many of the OpenGL tutorials I have seen they all show you how to draw something in the middle of the screen but they never tell you what the coordinates mean. I'm writing an app the is using a surfaceview/onDraw() system and I want to know if there is anyway to carry over my X/Y values into OpenGL. Also at that rate (and I know this is probably a very dumb question) what does the f denote when at the end of a number? Most OpenGL coords are 2.0f or similiar and I don't know what that means. Please assist. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Using a coordinate system in OpenGL
Sorry, and as to my limited knowledge you are correct. I don't really have a good understanding as the only reference I've had for Java is an outdated For Dummies book, and the rest I've figured out as I go. As to simplify my question: I often see OpenGL Coords listed as such (0.0f, -2.0f, 0.0f, 2.0f) If I was using my the surfaceview coordinate system this would be an incredibly small image, but the tutorial makes a large image. I am guessing that 2.0f on an OpenGL coordinate plane does not equal 2 on a surfaceview coordinate plane? I'll even make this multiple choice: A. 2.0f means something totally different than 2 and you should know that. B. OpenGL uses a relative Coordinate plane and surfaceView a fixed. (Or something similar) C. None of the above. D. Other (please write in your answer) E. Go ask somewhere else Thanks in advance. On Aug 9, 9:27 pm, TreKing treking...@gmail.com wrote: On Tue, Aug 9, 2011 at 9:16 PM, Jeffrey jeffisagen...@gmail.com wrote: Okay, after a more specific search I realize that the f denotes a float, what importance does that have? It's to be explicit and use a float type instead of a double type. No offense, but if you don't know this, sounds like you need to learn Java. As for your OpenGL question, this too is off-topic for this list. Try a group or forum dedicated to OpenGL - the concepts should be the same for regular GL and mobile. Be a little more specific wherever you do post, as your question is not even that clear. --- -- TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Using a coordinate system in OpenGL
Thank you. That is all I needed to know. I will look into getting a good OpenGL Book. Quick question though, if I'm targeting 2.2 and above should I look towards a particular version or is most of the code carried over to the point where I won't have a head full of wrong information? On Aug 9, 10:24 pm, Adam Ratana adam.rat...@gmail.com wrote: Definitely get an opengl book, old 1.1 books can be had very cheap from amazon. You can define the coordinate system, which is why you see what you see there, but openGL is not something where you can just take code snippets and plug and chug without understanding IMO, so you definitely want to be at the point with it where you can understand each line of code you read, as its procedural in nature, everything is specific. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: onDraw() causing flicker when drawing new images
How would I go about doing that? I have no formal programming education and everything I know is based of examples I've seen, and I've never seen that done. On Aug 7, 2:56 pm, Doug beafd...@gmail.com wrote: The logic for onDraw in any given View should be to draw the entire view every time it's called by the view hierarchy. Are you calling invalidate with a dirty region on your view to indicate only which portions of the view have changed from moment to moment? That should speed up rendering because Android will try to optimize away any part of the drawing that lies outside the dirty rect. If you're allowing every pixel in view to update on every call to onDraw, well, that can be expensive. Doug On Aug 6, 3:59 pm, Jeffrey jeffisagen...@gmail.com wrote: The problem isn't tearing, as the images shouldn't be drawn there yet anyway. I don't have my position calculations in a separate thread, should I? I have tried locking the array (though because of my limited knowledge I've gone about it probably the wrong way, by basically having a boolean that tells the draw cycle whether to read the data or not) but that didn't work, probably because of the poor quality of my attempt. I don't know too much about syncing threads and all that so I've been unable to figure this out on my own. On Aug 6, 12:19 pm, Miguel Morales therevolti...@gmail.com wrote: Perhaps you can try adding a synchronized lock that protects your data array. Lock it before going into onDraw() and unlock it when finished, and do the same when calculating your array data. Do you have a separate thread that calculates positions? On Fri, Aug 5, 2011 at 6:23 PM, niko20 nikolatesl...@yahoo.com wrote: Hm sounds like a refresh rate issue, with Surface view you probably can't sync to vertical refresh, so you get tearing, where you see halfway animations for a second as the video buffer changes over to the next frame. -niko On Aug 5, 1:56 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm having an issue with drawing on my surface view. At one point I was just replacing images with new ones in a grid, but the images didn't all draw at the same time. I think that that may have had something to do with modifying the array that it was using to determine what to draw but I couldn't get it resolved even when pausing the drawing. Now I have images that drop down and new ones fall in (think slot machine reels) but the images will occasionally flicker with what the new image is going to be before the old images fall out. Basically I guess I'm asking what is a good way to either pause the onDraw command while I can edit my arrays and get them all in place or what is a good way to sync my array modifications to not take place during an onDraw cycle? Or is onDraw just bad at drawing images simultaneously and I should be using OpenGL or something? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- ~ Jeremiah:9:23-24 Android 2D MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: onDraw() causing flicker when drawing new images
Okay, figured it out, syncing the touch event with the draw thread cleared it up. I am still interested in calling invalidate on dirty regions if it will increase performance though... On Aug 7, 3:59 pm, Jeffrey jeffisagen...@gmail.com wrote: How would I go about doing that? I have no formal programming education and everything I know is based of examples I've seen, and I've never seen that done. On Aug 7, 2:56 pm, Doug beafd...@gmail.com wrote: The logic for onDraw in any given View should be to draw the entire view every time it's called by the view hierarchy. Are you calling invalidate with a dirty region on your view to indicate only which portions of the view have changed from moment to moment? That should speed up rendering because Android will try to optimize away any part of the drawing that lies outside the dirty rect. If you're allowing every pixel in view to update on every call to onDraw, well, that can be expensive. Doug On Aug 6, 3:59 pm, Jeffrey jeffisagen...@gmail.com wrote: The problem isn't tearing, as the images shouldn't be drawn there yet anyway. I don't have my position calculations in a separate thread, should I? I have tried locking the array (though because of my limited knowledge I've gone about it probably the wrong way, by basically having a boolean that tells the draw cycle whether to read the data or not) but that didn't work, probably because of the poor quality of my attempt. I don't know too much about syncing threads and all that so I've been unable to figure this out on my own. On Aug 6, 12:19 pm, Miguel Morales therevolti...@gmail.com wrote: Perhaps you can try adding a synchronized lock that protects your data array. Lock it before going into onDraw() and unlock it when finished, and do the same when calculating your array data. Do you have a separate thread that calculates positions? On Fri, Aug 5, 2011 at 6:23 PM, niko20 nikolatesl...@yahoo.com wrote: Hm sounds like a refresh rate issue, with Surface view you probably can't sync to vertical refresh, so you get tearing, where you see halfway animations for a second as the video buffer changes over to the next frame. -niko On Aug 5, 1:56 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm having an issue with drawing on my surface view. At one point I was just replacing images with new ones in a grid, but the images didn't all draw at the same time. I think that that may have had something to do with modifying the array that it was using to determine what to draw but I couldn't get it resolved even when pausing the drawing. Now I have images that drop down and new ones fall in (think slot machine reels) but the images will occasionally flicker with what the new image is going to be before the old images fall out. Basically I guess I'm asking what is a good way to either pause the onDraw command while I can edit my arrays and get them all in place or what is a good way to sync my array modifications to not take place during an onDraw cycle? Or is onDraw just bad at drawing images simultaneously and I should be using OpenGL or something? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- ~ Jeremiah:9:23-24 Android 2D MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: onDraw() causing flicker when drawing new images
The problem isn't tearing, as the images shouldn't be drawn there yet anyway. I don't have my position calculations in a separate thread, should I? I have tried locking the array (though because of my limited knowledge I've gone about it probably the wrong way, by basically having a boolean that tells the draw cycle whether to read the data or not) but that didn't work, probably because of the poor quality of my attempt. I don't know too much about syncing threads and all that so I've been unable to figure this out on my own. On Aug 6, 12:19 pm, Miguel Morales therevolti...@gmail.com wrote: Perhaps you can try adding a synchronized lock that protects your data array. Lock it before going into onDraw() and unlock it when finished, and do the same when calculating your array data. Do you have a separate thread that calculates positions? On Fri, Aug 5, 2011 at 6:23 PM, niko20 nikolatesl...@yahoo.com wrote: Hm sounds like a refresh rate issue, with Surface view you probably can't sync to vertical refresh, so you get tearing, where you see halfway animations for a second as the video buffer changes over to the next frame. -niko On Aug 5, 1:56 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm having an issue with drawing on my surface view. At one point I was just replacing images with new ones in a grid, but the images didn't all draw at the same time. I think that that may have had something to do with modifying the array that it was using to determine what to draw but I couldn't get it resolved even when pausing the drawing. Now I have images that drop down and new ones fall in (think slot machine reels) but the images will occasionally flicker with what the new image is going to be before the old images fall out. Basically I guess I'm asking what is a good way to either pause the onDraw command while I can edit my arrays and get them all in place or what is a good way to sync my array modifications to not take place during an onDraw cycle? Or is onDraw just bad at drawing images simultaneously and I should be using OpenGL or something? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- ~ Jeremiah:9:23-24 Android 2D MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] onDraw() causing flicker when drawing new images
I'm having an issue with drawing on my surface view. At one point I was just replacing images with new ones in a grid, but the images didn't all draw at the same time. I think that that may have had something to do with modifying the array that it was using to determine what to draw but I couldn't get it resolved even when pausing the drawing. Now I have images that drop down and new ones fall in (think slot machine reels) but the images will occasionally flicker with what the new image is going to be before the old images fall out. Basically I guess I'm asking what is a good way to either pause the onDraw command while I can edit my arrays and get them all in place or what is a good way to sync my array modifications to not take place during an onDraw cycle? Or is onDraw just bad at drawing images simultaneously and I should be using OpenGL or something? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] EventQueue.peekMessage
You can use a Canvas to draw an image into a Bitmap on a background thread. Then when that's finished, draw the Bitmap into the View (in onDraw) on the main thread. I'd be worried about a drawing function that takes several seconds to run. We like to keep drawing well under 16ms in order to ensure a good framerate and smooth animations. Jeff. On Thu, Jul 7, 2011 at 9:53 AM, andrei-dmitriev andrei-dmitr...@yandex.ru wrote: The longRoutine is the drawing procedure which may take up to several seconds. Yep, I tried to relay that onto another thread and draw into the SurfaceView but the problem I've faced is that the original view(s) are still repainted with onDraw() thus the content (the background thread is rendering all the time) is missing. It's called from the deep android internals so I don't believe I trigger it somehow - it's just a reaction on the invalidate(). Well, it is covered with blank rectangle but I can see the actual content under that rectangle. BTW that looks like a thread condition over there as sometimes (very rarely) I can see the content for a few moments which then becomes covered with background color. So far I also tried to: a) setWillNotDraw(true); b) unset the background color of the view Interestingly that in a sample application (a SurfaceView in a RelativeView) the b) approach does help and since that we don't have such a problem there. So the problem now could be read like this (I'm starting to think there is no way to peek events from the queue, right? :) : How to switch the SurfaceView's onDraw() method off? Any cluea of what can make it been called also appreciated. Thanks, Andrei 07.07.2011 17:18, Mark Murphy пишет: On Thu, Jul 7, 2011 at 9:11 AM, andrei-dmitriev andrei-dmitr...@yandex.ru wrote: why there is no a way to poll or peek the message from the event queue? I want it to implement the break for the routine running on the UI thread. private void longRoutine() { while (flag){ if (queue.peekMessage() != null) { return; } whatever the code is } } Or am I missing something and actually a way exists? It's called a background thread. All the cool programmers use them. Why do you think that you need longRoutine() to be on the main application thread? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events
than one move event within a 60Hrz frame and then I will only // sleep as much as I need. It's very much along the lines of a update loop. long currentTime = System.currentTimeMillis(); long elapsed = currentTime - m_LastMoveEventTime; if ( elapsed 16L ) { try { Thread.sleep( Math.max( 0, 16L - elapsed ) ); } catch( InterruptedException e ) { Thread.currentThread().interrupt(); } break; } for( int index = 0; index numPointers; ++index ) { ptrId = event.getPointerId( index ); if ( ptrId= 0 ) { pe = (PointerEvent)m_PointerEvents.alloc(); if ( pe != null ) { pe.owner = m_PointerEvents; pe.action = PointerEvent.ACTION_DRAG; pe.id = ptrId; pe.x = (int)event.getX( index ); pe.y = (int)event.getY( index ); m_App.getGame().postUIEvent( pe ); //Log.v( POINTER, te.toString() ); } } } m_LastMoveEventTime = currentTime; } break; } return true; } Leigh On 5/17/2011 2:01 AM, Jeffrey Brown wrote: Pointer IDs are arbitrary integers. The only guarantee is that they will be unique for a given finger as long as that finger remains down. Once the finger goes up, the id may be reused for a different finger, or it may not. It really depends. The problem with spurious ACTION_DOWN events is strictly a software issue, not hardware. It happens when applications filter or modify the stream of touch events in a manner that causes them to become incomplete or inconsistent. The bugs can be quite subtle. Jeff. On Mon, May 16, 2011 at 3:56 PM, MichaelEGRfoun...@egrsoftware.com wrote: ugh! Thanks for posting this message as this is a gnarly one and an example of ODM fragmentation if pointed IDs are not indexing correctly to the proper point data at least. I never was impressed by the multitouchAPI and always thought it wasn't thought out well and simply just tacked onto MotionEvent. Dirty as you say it is correct. I also wasn't pleased with the lack of documentation and unclear contract. Perhaps this lack of documentation led to this potential ODM fault. As for spurious ACTION_DOWN events this could be from varied quality of touchscreen hardware too. So from my reading of your post you are saying that pointer IDs are not recycled and that the data of subsequent pointer IDs is not correct at the specified array index? Not looking forward to coming up with a solution for my platform / middleware / custom event system and certainly am not excited if I need to buy an Experia Play just for this, but w/ talking with Robert G. it sounds like button support on this device is a bit wacky too. If I understand correctly button presses don't generate key events? Hrm; I hope that is not the case as I hate to have to waste $500+ to fix these kinds of issues. Likely I'll pick one up, fix the issues, then sell it. Regards, --Mike On May 16, 12:58 pm, Mario Zechnerbadlogicga...@gmail.com wrote: A user reported an ArrayIndexOutOfBoundsException today in ourmulti- touchhandler. We store x/y/touchState on a per pointer id basis in an array. Dirty? Yes, but it worked on all devices so far. Usually pointer ids are handed out like this: -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- Leigh McRaehttp://www.lonedwarfgames.com/ -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers
Re: [android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events
Pointer IDs are arbitrary integers. The only guarantee is that they will be unique for a given finger as long as that finger remains down. Once the finger goes up, the id may be reused for a different finger, or it may not. It really depends. The problem with spurious ACTION_DOWN events is strictly a software issue, not hardware. It happens when applications filter or modify the stream of touch events in a manner that causes them to become incomplete or inconsistent. The bugs can be quite subtle. Jeff. On Mon, May 16, 2011 at 3:56 PM, MichaelEGR foun...@egrsoftware.com wrote: ugh! Thanks for posting this message as this is a gnarly one and an example of ODM fragmentation if pointed IDs are not indexing correctly to the proper point data at least. I never was impressed by the multitouch API and always thought it wasn't thought out well and simply just tacked onto MotionEvent. Dirty as you say it is correct. I also wasn't pleased with the lack of documentation and unclear contract. Perhaps this lack of documentation led to this potential ODM fault. As for spurious ACTION_DOWN events this could be from varied quality of touchscreen hardware too. So from my reading of your post you are saying that pointer IDs are not recycled and that the data of subsequent pointer IDs is not correct at the specified array index? Not looking forward to coming up with a solution for my platform / middleware / custom event system and certainly am not excited if I need to buy an Experia Play just for this, but w/ talking with Robert G. it sounds like button support on this device is a bit wacky too. If I understand correctly button presses don't generate key events? Hrm; I hope that is not the case as I hate to have to waste $500+ to fix these kinds of issues. Likely I'll pick one up, fix the issues, then sell it. Regards, --Mike On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote: A user reported an ArrayIndexOutOfBoundsException today in our multi- touch handler. We store x/y/touchState on a per pointer id basis in an array. Dirty? Yes, but it worked on all devices so far. Usually pointer ids are handed out like this: -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events
Pointer ids should be considered to be arbitrary non-negative integers. The framework currently makes some assumptions about the range of these ids, but applications must not, lest they be broken sometime in the future. Imagine a device that supports 60 simultaneous finger touches. It could happen. :) Moreover, the order in which pointer ids are assigned is completely arbitrary. It happens to be the case that on most devices, the first pointer id assigned is 0. However the first pointer id could be anything. This is especially the case when the Honeycomb touch splitting feature is enabled (as it is by default for new applications). Suppose the user puts two fingers down within two different scrollable list views. The first finger might have id 0 and be delivered to a scrollable list view on the left. The second finger might have id 1 and be delivered to a scrollable list view on the right. From the perspective of the right hand list view, the first pointer id it received was 1, not 0. So I'm sad to say that many applications are making incorrect assumptions about pointer id values. One common bug is to conflate the meaning of the pointer id and pointer index values... crash! I strongly recommend that you track pointers using a sparse data structure like a map or android.util.SparseArray. Now let's talk about MotionEvent.ACTION_DOWN. The framework guarantees that motion events will always be delivered to a window in a consistent sequence: down/move/up, down/cancel, down/pointerdown/move/pointerup/up. However, the framework cannot work around buggy views that drop or corrupt part of the motion event stream before passing motion events down to their children. I've seen some custom views that do bad things like eat all multitouch events, or intercept some part of the gesture without canceling the rest. OnTouchListener implementations can also be problematic if they consume part but not all of a gesture. Views downstream may receive weird sequences of events as a result. As a defensive coding practice, views should be implemented to always reset themselves to a known ground state before handling ACTION_DOWN. In this way, they can recover in case some of their ancestor views fail to pass along the ACTION_UP or ACTION_CANCEL as would be expected. Likewise, bad things can happen during a gesture such as a pointer id mysteriously vanishing from the event without a an ACTION_POINTER_UP ever have been seen (because it was consumed somewhere else). Views should always check the result of MotionEvent.findPointerIndex and handle the case where a pointer went missing. Otherwise, the application may crash when it tries to access a pointer with index -1. Clearly if any of these things happen, there's a bug somewhere (probably in the app). It might not be very obvious though. With a little case, the app should be able to recover gracefully. Hope that helps, Jeff. On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote: A user reported an ArrayIndexOutOfBoundsException today in ourmulti-touchhandler. We store x/y/touchState on a per pointer id basis in an array. Dirty? Yes, but it worked on all devices so far. Usually pointer ids are handed out like this: first finger goes down - pointer Id 0 second finger goes down - pointer id 1 second finger lifted second finger goes down - pointer id 1 second finger lifted second finger goes down - pointer id 1 This works on all phones and some discussions in this group also point out this exact behaviour. Sadly, MotionEvent is underdocumented so it seems this was an assumption after all, not a rule all manufacturers would follow. On the Sony Xperia Play the following behaviour is observed. first finger goes down - pointer Id 0 second finger goes down - pointer id 1 second finger lifted second finger goes down - pointer id 2 second finger lifted second finger goes down - pointer id 3 Is this a bug in the Xperia touch driver or is this actually wanted behaviour? Did we all (and there are a couple of people i know of having this issue) created faulty apps based on a wrong assumption? On a related note: The MotionEvent documentation has a new addition which reads like this: The view implementation should be prepared to handle ACTION_CANCEL and should tolerate anomalous situations such as receiving a new ACTION_DOWN without first having received an ACTION_UP for the prior gesture. The handling of ACTION_CANCEL is a no-brainer of course. What is making me a bit nervous is the fact that spurious ACTION_DOWN events can now happen. It is not clear whether this will only happen if a parent View consumed the accompanying ACTION_UP event or if this is behaviour to be expected even in single View applications. Any pointers would be appreciated, no pun intended. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to
[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events
Pointer IDs are arbitrary integers. The only guarantee is that they will be unique for a given finger as long as that finger remains down. Once the finger goes up, the id may be reused for a different finger, or it may not. It really depends. The problem with spurious ACTION_DOWN events is strictly a software issue, not hardware. It happens when applications filter or modify the stream of touch events in a manner that causes them to become incomplete or inconsistent. The bugs can be quite subtle. Jeff. On May 16, 3:56 pm, MichaelEGR foun...@egrsoftware.com wrote: ugh! Thanks for posting this message as this is a gnarly one and an example of ODM fragmentation if pointed IDs are not indexing correctly to the proper point data at least. I never was impressed by themultitouchAPI and always thought it wasn't thought out well and simply just tacked onto MotionEvent. Dirty as you say it is correct. I also wasn't pleased with the lack of documentation and unclear contract. Perhaps this lack of documentation led to this potential ODM fault. As for spurious ACTION_DOWN events this could be from varied quality of touchscreen hardware too. So from my reading of your post you are saying that pointer IDs are not recycled and that the data of subsequent pointer IDs is not correct at the specified array index? Not looking forward to coming up with a solution for my platform / middleware / custom event system and certainly am not excited if I need to buy an Experia Play just for this, but w/ talking with Robert G. it sounds like button support on this device is a bit wacky too. If I understand correctly button presses don't generate key events? Hrm; I hope that is not the case as I hate to have to waste $500+ to fix these kinds of issues. Likely I'll pick one up, fix the issues, then sell it. Regards, --Mike On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote: A user reported an ArrayIndexOutOfBoundsException today in ourmulti- touchhandler. We store x/y/touchState on a per pointer id basis in an array. Dirty? Yes, but it worked on all devices so far. Usually pointer ids are handed out like this: -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] adb blocks while attempting to connect to server (during most commands)
adb is sometimes blocking while trying to connect via loopback to the adb server. Here is a stack trace from gdb while using the froyo branch: #0 0xf7fdc430 in __kernel_vsyscall () #1 0xf7f5ced1 in connect () from /lib32/libpthread.so.0 #2 0x0805e399 in socket_loopback_client (port=value optimized out, type=1) at system/core/libcutils/socket_loopback_client.c:51 #3 0x080521e3 in _adb_connect (service=0x80612ce host:version) at system/core/adb/adb_client.c:177 #4 0x080525d5 in adb_connect (service=0xc538 host:devices) at system/core/adb/adb_client.c:204 #5 0x0805285e in adb_query (service=0xc538 host:devices) at system/core/adb/adb_client.c:291 #6 0x08050ff3 in adb_commandline (argc=1, argv=0xd628) at system/core/adb/commandline.c:849 #7 0x0804ab62 in main (argc=2, argv=0xd624) at system/core/adb/adb.c:1176 Here is the connect syscall from socket_loopback_client.c which is blocking adb: int socket_loopback_client(int port, int type) { struct sockaddr_in addr; socklen_t alen; int s; memset(addr, 0, sizeof(addr)); addr.sin_family = AF_INET; addr.sin_port = htons(port); addr.sin_addr.s_addr = htonl(INADDR_LOOPBACK); s = socket(AF_INET, type, 0); if(s 0) return -1; = if(connect(s, (struct sockaddr *) addr, sizeof(addr)) 0) { close(s); return -1; } return s; } Anyone have any ideas as to whats going on? adb used to work properly. It is probably a system setup or library upgrade thing. Or maybe a routing problem on my machine? Any suggestions? Thanks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] adb freezes while attempting to connect to server (during most commands)
adb is freezing while trying to connect via loopback to the adb server. Here is a stack trace from gdb while using the froyo branch: #0 0xf7fdc430 in __kernel_vsyscall () #1 0xf7f5ced1 in connect () from /lib32/libpthread.so.0 #2 0x0805e399 in socket_loopback_client (port=value optimized out, type=1) at system/core/libcutils/socket_loopback_client.c:51 #3 0x080521e3 in _adb_connect (service=0x80612ce host:version) at system/core/adb/adb_client.c:177 #4 0x080525d5 in adb_connect (service=0xc538 host:devices) at system/core/adb/adb_client.c:204 #5 0x0805285e in adb_query (service=0xc538 host:devices) at system/core/adb/adb_client.c:291 #6 0x08050ff3 in adb_commandline (argc=1, argv=0xd628) at system/core/adb/commandline.c:849 #7 0x0804ab62 in main (argc=2, argv=0xd624) at system/core/adb/adb.c:1176 Here is the connect syscall from socket_loopback_client.c which is blocking adb: int socket_loopback_client(int port, int type) { struct sockaddr_in addr; socklen_t alen; int s; memset(addr, 0, sizeof(addr)); addr.sin_family = AF_INET; addr.sin_port = htons(port); addr.sin_addr.s_addr = htonl(INADDR_LOOPBACK); s = socket(AF_INET, type, 0); if(s 0) return -1; = if(connect(s, (struct sockaddr *) addr, sizeof(addr)) 0) { close(s); return -1; } return s; } Anyone have any ideas as to whats going on? adb used to work properly. It is probably a system setup / library upgrade thing. Thanks! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Issue passing context
So I'm trying to use openGl to draw an image for a live wallpaper, using the below method: https://github.com/markfguerra/GLWallpaperService And to draw then image Im referencing the foloowimg tutorial: http://obviam.net/index.php/texture-mapping-opengl-android-displaying-images-using-opengl-and-squares/ The only problem I'm having is the very last part, passing the context to the square object, because I'm not loading a GLSurfaceview. I've tried to figure this out myself but my low knowledge of android is making it difficult. Please help. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Issue passing context
The issue is with the last part of the second link, also the xoom needs better autocorrect... On Mar 29, 4:38 pm, Jeffrey jeffisagen...@gmail.com wrote: So I'm trying to use openGl to draw an image for a live wallpaper, using the below method: https://github.com/markfguerra/GLWallpaperService And to draw then image Im referencing the foloowimg tutorial: http://obviam.net/index.php/texture-mapping-opengl-android-displaying... The only problem I'm having is the very last part, passing the context to the square object, because I'm not loading a GLSurfaceview. I've tried to figure this out myself but my low knowledge of android is making it difficult. Please help. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Issue passing context
Sorry, the issue is the last part of the second link. Also, Xoom needs better auto correct... On Mar 29, 4:38 pm, Jeffrey jeffisagen...@gmail.com wrote: So I'm trying to use openGl to draw an image for a live wallpaper, using the below method: https://github.com/markfguerra/GLWallpaperService And to draw then image Im referencing the foloowimg tutorial: http://obviam.net/index.php/texture-mapping-opengl-android-displaying... The only problem I'm having is the very last part, passing the context to the square object, because I'm not loading a GLSurfaceview. I've tried to figure this out myself but my low knowledge of android is making it difficult. Please help. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper
I only have one image rendered (the background image) and I get the exact same results from canvas.translate() vs .drawbitmap. The problem seems to be either the time it takes for it to draw the bitmap, or the time it takes to run through the sin/cos formulas for the placement. The image is only a little larger than my phone's display (800 X 480) but I get the same results when drawing a 50x50px image. This is my animation loop: int Speed = 50; double speedScale = (float) ((0.001*2*Math.PI)/Speed); double Dist = SystemClock.elapsedRealtime() * speedScale; NewX = (int) (OffsetX + Math.sin(Dist)*19); NewY = (int) (OffsetY + Math.cos(Dist)*19); c.drawBitmap(mBackground, NewX + OffsetX, NewY + OffsetY, null); On Mar 21, 10:28 pm, Peter Webb r.peter.w...@gmail.com wrote: I don't think OpenGL will help. I use canvas.translate and canvas.rotate extensively in my wallpaper, which runs very smoothly. AFAIK these commands just set mostly hardware flags for where to draw, and appear to execute instantaneously. You haven't posted any code, but I would make a bet on why it is running at 3fps. You are displaying images. I bet you do a jpeg rendering every time through your animation loop, and this is what is killing your performance. Draw the image to a bitmap, only once at the start (when a new image is first to be displayed). Persist it for the liefetime of the animation loop. Only do another jpeg rendering when you have a new image to display. In your animation loop: Translate the canvas Draw the bitmap Translate the canvas back If you have checked and you are *not* doing jpeg rendering in your animation loop then you should find out what line is causing your 300 mS delay (shouldn't be too hard!) and fix that. Peter Webb On Mar 22, 7:58 am, Jeffrey jeffisagen...@gmail.com wrote: I am not getting any speed improvements over just changing the top/ left coordinates of the .drawbitmap() command. I'm going to look into using OpenGL as I think part of my problem is the (relatively) low resolution makes even fluid movement seem choppy when it's moving by 1 pixel increments. On Mar 20, 11:35 pm, Peter Webb r.peter.w...@gmail.com wrote: Call canvas.translate(-x), draw, then call canvas.translate(x) You are moving the location on the canvas underneath where you draw, after you have drawn whatever you need to move the canvas back. On Mar 21, 8:47 am, Jeffrey jeffisagen...@gmail.com wrote: Is there a way around having to call canvas.drawbitmap() every time? And if I call canvas.translate() after drawing the image doesn't move, it instead moves everything that would draw *after* the call to canvas.translate(). Thank you for your help so far, and I'm hoping you have just a little bit left in you :) On Mar 20, 9:12 am, Riyad Kalla rka...@gmail.com wrote: Jeffrey, To what Peter said, mobile devices are very fill-rate-limited (at least these current gen of phones) so depending on how you are repainting that image over and over and over again to the Canvas, that could explain the speed issue. If you tried a tiny little 16x16 icon and it went much faster with the same code, then I think you've found your culprit. Regardless, Peter's approach sounds like the right way; upload image data to the GPU one, then just move your view of it around in a circle, panning across the image. On Mar 19, 3:07 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it.- Hide quoted text - - Show quoted text -- Hide quoted text - - Show quoted text - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email
[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper
Also, the entire animation loop is almost instantly, the problem comes from the Handler.postDelayed() not calling on time, no matter what I set the desired FPS at, I can't get above 6 FPS, and I no longer think it has anything to do my drawing code but maybe the way something else is handled. I stripped down google's example livewallpaper, so I don't know if it's lacking any optimizations or anything. On Mar 22, 8:28 pm, Jeffrey jeffisagen...@gmail.com wrote: I only have one image rendered (the background image) and I get the exact same results from canvas.translate() vs .drawbitmap. The problem seems to be either the time it takes for it to draw the bitmap, or the time it takes to run through the sin/cos formulas for the placement. The image is only a little larger than my phone's display (800 X 480) but I get the same results when drawing a 50x50px image. This is my animation loop: int Speed = 50; double speedScale = (float) ((0.001*2*Math.PI)/Speed); double Dist = SystemClock.elapsedRealtime() * speedScale; NewX = (int) (OffsetX + Math.sin(Dist)*19); NewY = (int) (OffsetY + Math.cos(Dist)*19); c.drawBitmap(mBackground, NewX + OffsetX, NewY + OffsetY, null); On Mar 21, 10:28 pm, Peter Webb r.peter.w...@gmail.com wrote: I don't think OpenGL will help. I use canvas.translate and canvas.rotate extensively in my wallpaper, which runs very smoothly. AFAIK these commands just set mostly hardware flags for where to draw, and appear to execute instantaneously. You haven't posted any code, but I would make a bet on why it is running at 3fps. You are displaying images. I bet you do a jpeg rendering every time through your animation loop, and this is what is killing your performance. Draw the image to a bitmap, only once at the start (when a new image is first to be displayed). Persist it for the liefetime of the animation loop. Only do another jpeg rendering when you have a new image to display. In your animation loop: Translate the canvas Draw the bitmap Translate the canvas back If you have checked and you are *not* doing jpeg rendering in your animation loop then you should find out what line is causing your 300 mS delay (shouldn't be too hard!) and fix that. Peter Webb On Mar 22, 7:58 am, Jeffrey jeffisagen...@gmail.com wrote: I am not getting any speed improvements over just changing the top/ left coordinates of the .drawbitmap() command. I'm going to look into using OpenGL as I think part of my problem is the (relatively) low resolution makes even fluid movement seem choppy when it's moving by 1 pixel increments. On Mar 20, 11:35 pm, Peter Webb r.peter.w...@gmail.com wrote: Call canvas.translate(-x), draw, then call canvas.translate(x) You are moving the location on the canvas underneath where you draw, after you have drawn whatever you need to move the canvas back. On Mar 21, 8:47 am, Jeffrey jeffisagen...@gmail.com wrote: Is there a way around having to call canvas.drawbitmap() every time? And if I call canvas.translate() after drawing the image doesn't move, it instead moves everything that would draw *after* the call to canvas.translate(). Thank you for your help so far, and I'm hoping you have just a little bit left in you :) On Mar 20, 9:12 am, Riyad Kalla rka...@gmail.com wrote: Jeffrey, To what Peter said, mobile devices are very fill-rate-limited (at least these current gen of phones) so depending on how you are repainting that image over and over and over again to the Canvas, that could explain the speed issue. If you tried a tiny little 16x16 icon and it went much faster with the same code, then I think you've found your culprit. Regardless, Peter's approach sounds like the right way; upload image data to the GPU one, then just move your view of it around in a circle, panning across the image. On Mar 19, 3:07 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin
[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper
I am not getting any speed improvements over just changing the top/ left coordinates of the .drawbitmap() command. I'm going to look into using OpenGL as I think part of my problem is the (relatively) low resolution makes even fluid movement seem choppy when it's moving by 1 pixel increments. On Mar 20, 11:35 pm, Peter Webb r.peter.w...@gmail.com wrote: Call canvas.translate(-x), draw, then call canvas.translate(x) You are moving the location on the canvas underneath where you draw, after you have drawn whatever you need to move the canvas back. On Mar 21, 8:47 am, Jeffrey jeffisagen...@gmail.com wrote: Is there a way around having to call canvas.drawbitmap() every time? And if I call canvas.translate() after drawing the image doesn't move, it instead moves everything that would draw *after* the call to canvas.translate(). Thank you for your help so far, and I'm hoping you have just a little bit left in you :) On Mar 20, 9:12 am, Riyad Kalla rka...@gmail.com wrote: Jeffrey, To what Peter said, mobile devices are very fill-rate-limited (at least these current gen of phones) so depending on how you are repainting that image over and over and over again to the Canvas, that could explain the speed issue. If you tried a tiny little 16x16 icon and it went much faster with the same code, then I think you've found your culprit. Regardless, Peter's approach sounds like the right way; upload image data to the GPU one, then just move your view of it around in a circle, panning across the image. On Mar 19, 3:07 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it.- Hide quoted text - - Show quoted text - -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper
Is there a way around having to call canvas.drawbitmap() every time? And if I call canvas.translate() after drawing the image doesn't move, it instead moves everything that would draw *after* the call to canvas.translate(). Thank you for your help so far, and I'm hoping you have just a little bit left in you :) On Mar 20, 9:12 am, Riyad Kalla rka...@gmail.com wrote: Jeffrey, To what Peter said, mobile devices are very fill-rate-limited (at least these current gen of phones) so depending on how you are repainting that image over and over and over again to the Canvas, that could explain the speed issue. If you tried a tiny little 16x16 icon and it went much faster with the same code, then I think you've found your culprit. Regardless, Peter's approach sounds like the right way; upload image data to the GPU one, then just move your view of it around in a circle, panning across the image. On Mar 19, 3:07 pm, Jeffrey jeffisagen...@gmail.com wrote: I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Canvas frame rate very choppy in Live Wallpaper
I'm trying to make a simple (or so I thought) live wallpaper that takes an image and moves it slowly in a circular motion, to make the picture seem less static and more like looking out a window. I took the live wallpaper tutorial from the SDK and stripped it down to the bare bones so I could add to it. But the issue is that no matter what size the image I'm moving, or what format (drawable or bitmap), it is only getting about 3 fps. I don't know what to do to make this run faster, I have very limited programming knowledge so I don't know if I'm missing something stupid. Also, this is the code I'm using to calculate the circular movement: int NewX = (int) (OffsetX + Math.sin(Dist)*19); int NewY = (int) (OffsetY + Math.cos(Dist)*19); where Dist is the speed it's moving and 19 is the radius of the circle. Is there an easier way? I looked into Tween animation but I don't know how I would implement my circle code into it. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] What is Failed to finish input event. Check logs for details. Runtime crash?
What else appears in the log? Usually this message is preceded (or shortly followed) by a log entry to the effect that the input event has already been finished or the input channel was closed, or something. Jeff. On Mon, Feb 28, 2011 at 9:06 AM, Pink sivareddy.j...@gmail.com wrote: Hi, I am working on ginger bread. I am porting an application which was running properly on Foryo to GingerBread. While close one of my application activities i am getting RunTime exception. Can any body help me? The logcat as follows. java.lang.RuntimeException: Failed to finish input event. Check logs for details. 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.view.InputQueue.nativeFinished(Native Method) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.view.InputQueue.access$100(InputQueue.java:26) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.view.InputQueue $FinishedCallback.run(InputQueue.java:165) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.view.ViewRoot.finishInputEvent(ViewRoot.java:2064) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.view.ViewRoot.handleMessage(ViewRoot.java:1890) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.os.Handler.dispatchMessage(Handler.java:99) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.os.Looper.loop(Looper.java:123) 03-01 01:15:51.583 E/AndroidRuntime( 422): at android.app.ActivityThread.main(ActivityThread.java:3661) 03-01 01:15:51.583 E/AndroidRuntime( 422): at java.lang.reflect.Method.invokeNative(Native Method) 03-01 01:15:51.583 E/AndroidRuntime( 422): at java.lang.reflect.Method.invoke(Method.java:507) 03-01 01:15:51.583 E/AndroidRuntime( 422): at com.android.internal.os.ZygoteInit $MethodAndArgsCaller.run(ZygoteInit.java:842) 03-01 01:15:51.583 E/AndroidRuntime( 422): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:600) 03-01 01:15:51.583 E/AndroidRuntime( 422): at dalvik.system.NativeStart.main(Native Method) Thanks in advance. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Manually Dispatch Key Event
You need to set the MetaState flags of the KeyEvent for the comma to META_SHIFT_ON. However, I strongly discourage injecting key events if at all possible since it tends to be brittle. For example, you are probably assuming that shift-, produces but there is no guarantee that the keymap will be defined that way. Jeff. On Feb 17, 2011 12:31 PM, Ankur Avlani ankuravl...@gmail.com wrote: Hi All, I am trying to Manually dispatch Shift and Comma key from Android to my webview, my code is as follows: KeyEvent event1 = new KeyEvent(KeyEvent.ACTION_DOWN,KeyEvent.KEYCODE_SHIFT_LEFT); boolean isFlag = dispatchKeyEvent(event1); KeyEvent event2 = new KeyEvent(KeyEvent.ACTION_DOWN,KeyEvent.KEYCODE_COMMA); dispatchKeyEvent(event2); KeyEvent event3 = new KeyEvent(KeyEvent.ACTION_UP,KeyEvent.KEYCODE_SHIFT_LEFT); dispatchKeyEvent(event3); But the issue is, its sending the key one by one, i want it to send Shift, key event to webview. Any ideas what needs to be corrected?. I tried googling, but couldnt find any relevant solution. Any inputs are appreciated. Thanks, Anlkur -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Setting Alpha for an imageView in a homescreen widget
I have traversed the internet and have yet to find an answer for this problem. I have a set of image resources that I use in my widget, I need to be able to reuse them but with differing Alpha levels. So far the only command I can find to change alpha levels is .setAlpha(), but that will not work as I am having to dispatch the image via .setImageViewResource and I can't seem to get .setAlpha to work with this command. Is there a way to get this to work or am I going to have to double my application size by including doubles of my resources? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Trouble with bluetooth pairing my Samsung Galaxy Tablet with my PC
I'm not sure if this is the case but usually BluTooth default PINs are . Might be worth a try. On Feb 22, 9:33 am, OldSkoolMark m...@sublimeslime.com wrote: I am attempting to pair my Galaxy Tab with my Toshiba win 7 x64 laptop. The pairing fails because the laptop needs a PIN. I never set a PIN, nor to my knowledge was I provided with one when I got the device from Verizon. Also, the dialog that appears doesn't provide any place to enter one. Anybody succeed in connecting their Galaxy Tab to their PC? How do I discover and set this mysterious bluetooth PIN? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Setting Alpha for an imageView in a homescreen widget
Yeah, looking at things again I think that will work. I wasn't looking at the correct way of converting to bitmap but I found the way that will let it work. Thanks! On Feb 22, 3:50 pm, Marcin Orlowski webnet.andr...@gmail.com wrote: On 22 February 2011 22:39, Jeffrey jeffisagen...@gmail.com wrote: Is there a way to get this to work or am I going to have to double my application size by including doubles of my resources? What about preparing bitmap based on your drawable and then use setImageViewBitmap() -- Regards, Marcin -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Setting Alpha for an imageView in a homescreen widget
Okay, after trying it out I am still facing issues. I can't seem to get the alpha to carry over after converting to Bitmap and using setImageViewBitmap(). This is my code so far: Drawable Sec1 = this.getResources().getDrawable(Test[180]); Sec1.mutate().setAlpha(80); Bitmap Section1 = ((BitmapDrawable)Sec1).getBitmap(); views.setImageViewBitmap(R.id.IVGhost1, Section1); With this I get no alpha, and if I try this: Bitmap Section1 = ((BitmapDrawable)Sec1).getBitmap().extractAlpha(); (Adding the extractAlpha() command) then I get an all black image. What am I missing? On Feb 22, 3:39 pm, Jeffrey jeffisagen...@gmail.com wrote: I have traversed the internet and have yet to find an answer for this problem. I have a set of image resources that I use in my widget, I need to be able to reuse them but with differing Alpha levels. So far the only command I can find to change alpha levels is .setAlpha(), but that will not work as I am having to dispatch the image via .setImageViewResource and I can't seem to get .setAlpha to work with this command. Is there a way to get this to work or am I going to have to double my application size by including doubles of my resources? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Setting Alpha for an imageView in a homescreen widget
Another option that might be easier is if I could find a way to set an alpha for the ImageViews themselves, but I can't find an easy way to do that. On Feb 22, 4:42 pm, Jeffrey jeffisagen...@gmail.com wrote: Okay, after trying it out I am still facing issues. I can't seem to get the alpha to carry over after converting to Bitmap and using setImageViewBitmap(). This is my code so far: Drawable Sec1 = this.getResources().getDrawable(Test[180]); Sec1.mutate().setAlpha(80); Bitmap Section1 = ((BitmapDrawable)Sec1).getBitmap(); views.setImageViewBitmap(R.id.IVGhost1, Section1); With this I get no alpha, and if I try this: Bitmap Section1 = ((BitmapDrawable)Sec1).getBitmap().extractAlpha(); (Adding the extractAlpha() command) then I get an all black image. What am I missing? On Feb 22, 3:39 pm, Jeffrey jeffisagen...@gmail.com wrote: I have traversed the internet and have yet to find an answer for this problem. I have a set of image resources that I use in my widget, I need to be able to reuse them but with differing Alpha levels. So far the only command I can find to change alpha levels is .setAlpha(), but that will not work as I am having to dispatch the image via .setImageViewResource and I can't seem to get .setAlpha to work with this command. Is there a way to get this to work or am I going to have to double my application size by including doubles of my resources? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Setting Alpha for an imageView in a homescreen widget
That totally works! Thank you, you are a life saver. On Feb 22, 5:24 pm, YuviDroid yuvidr...@gmail.com wrote: Since Android 2.2 the method setAlpha() of ImageViews has become @RemoteViewable (or something like that, I don't remember that annotation). So you can simply call RemoteViews.setInt (viewId, setAlpha, value). I haven't tried it myself, but I believe it should work.. On Tue, Feb 22, 2011 at 11:50 PM, Jeffrey jeffisagen...@gmail.com wrote: Another option that might be easier is if I could find a way to set an alpha for the ImageViews themselves, but I can't find an easy way to do that. On Feb 22, 4:42 pm, Jeffrey jeffisagen...@gmail.com wrote: Okay, after trying it out I am still facing issues. I can't seem to get the alpha to carry over after converting to Bitmap and using setImageViewBitmap(). This is my code so far: Drawable Sec1 = this.getResources().getDrawable(Test[180]); Sec1.mutate().setAlpha(80); Bitmap Section1 = ((BitmapDrawable)Sec1).getBitmap(); views.setImageViewBitmap(R.id.IVGhost1, Section1); With this I get no alpha, and if I try this: Bitmap Section1 = ((BitmapDrawable)Sec1).getBitmap().extractAlpha(); (Adding the extractAlpha() command) then I get an all black image. What am I missing? On Feb 22, 3:39 pm, Jeffrey jeffisagen...@gmail.com wrote: I have traversed the internet and have yet to find an answer for this problem. I have a set of image resources that I use in my widget, I need to be able to reuse them but with differing Alpha levels. So far the only command I can find to change alpha levels is .setAlpha(), but that will not work as I am having to dispatch the image via .setImageViewResource and I can't seem to get .setAlpha to work with this command. Is there a way to get this to work or am I going to have to double my application size by including doubles of my resources? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- YuviDroid Check out Launch-X http://android.yuvalsharon.net/launchx.php (a widget to quickly access your favorite apps and contacts!)http://android.yuvalsharon.net -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] LVL Service not loading as Library
Okay, so here's the problem that is making me want to pull my hair out. I'm trying to implement the LVL, and when following the instructions everything goes just fine until I hit the step of setting the LVL as a library in my apps properties. When I add it, it does just what the example pictures show, under project it lists com_android_vending_licensing and shows the green check mark but when I hit apply and okay, and then go back in to properties it shows the project as ? and has a big red X. This is infuriating as I have followed the instructions to a tee and it isn't working. I am getting sick of google giving tutorials that are missing code to make them work. What am I doing wrong? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Where to put a broadcast receiver for a widget
Wow, thank you! Now I guess I need to look up a tutorial on using the AlarmManager. On Feb 3, 7:46 am, Mark Murphy mmur...@commonsware.com wrote: On Wed, Feb 2, 2011 at 9:57 PM, Jeffrey jeffisagen...@gmail.com wrote: I've got a battery widget I'm working on and I have a broadcast receiver for when the battery status changes, but I don't know where it needs to go. I tried putting it in the Configuration activity, but I keep getting this error: Activity com.android.blah has leaked IntentReceiver com.android.blah $2@43758c58 that was originally registered here. Are you missing a call to unregisterReceiver()? Please let me know what I'm doing wrong, I'm pretty new to broadcast receivers, so if I'm missing something basic please let me know. I wouldn't use a broadcast receiver in this case. That would require you to keep a service running 24x7, to host the receiver, and that is bad for business. Rather, just check the battery level periodically: - via updatePeriodMillis in your metadata, or - via AlarmManager, if the 30-minute minimum for updatePeriodMillis will be too long (probably would be, in this case) To check the battery level, call registerReceiver() with the ACTION_BATTERY_CHANGED IntentFilter, but a null BroadcastReceiver. The Intent that is returned to you will be the last-broadcast battery change Intent, from which you can get the last-known battery level. You can even let the user configure the polling period, to balance between accuracy and battery consumption by the battery app widget. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training in London:http://bit.ly/smand1andhttp://bit.ly/smand2 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Where to put a broadcast receiver for a widget
One question on AlarmManager, the examples I'm seeing all say to set up a broadcast receiver, but wouldn't that defeat the purpose using alarmmanager to prevent running a BroadcastReceiver in a service? Or is the AppWidgetProvider class able to receive the broadcast? On Feb 3, 4:21 pm, Jeffrey jeffisagen...@gmail.com wrote: Wow, thank you! Now I guess I need to look up a tutorial on using the AlarmManager. On Feb 3, 7:46 am, Mark Murphy mmur...@commonsware.com wrote: On Wed, Feb 2, 2011 at 9:57 PM, Jeffrey jeffisagen...@gmail.com wrote: I've got a battery widget I'm working on and I have a broadcast receiver for when the battery status changes, but I don't know where it needs to go. I tried putting it in the Configuration activity, but I keep getting this error: Activity com.android.blah has leaked IntentReceiver com.android.blah $2@43758c58 that was originally registered here. Are you missing a call to unregisterReceiver()? Please let me know what I'm doing wrong, I'm pretty new to broadcast receivers, so if I'm missing something basic please let me know. I wouldn't use a broadcast receiver in this case. That would require you to keep a service running 24x7, to host the receiver, and that is bad for business. Rather, just check the battery level periodically: - via updatePeriodMillis in your metadata, or - via AlarmManager, if the 30-minute minimum for updatePeriodMillis will be too long (probably would be, in this case) To check the battery level, call registerReceiver() with the ACTION_BATTERY_CHANGED IntentFilter, but a null BroadcastReceiver. The Intent that is returned to you will be the last-broadcast battery change Intent, from which you can get the last-known battery level. You can even let the user configure the polling period, to balance between accuracy and battery consumption by the battery app widget. -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training in London:http://bit.ly/smand1andhttp://bit.ly/smand2 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Where to put a broadcast receiver for a widget
Thank you, one last issue that I'm having, you said to get the battery level to call registerReceiver with a null broadcast receiver, but when I try the following code I get a nullpointerexception: int rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I'm not sure if thats right or not. When I was running a broadcast receiver it grabbed the context and the code was as such: int rawlevel = intent.getIntExtra(level, -1); which worked but since I no longer use the broadcast receiver to grab the intent I can't seem to figure out how to get it into a manageable variable. On Feb 3, 5:21 pm, Kostya Vasilyev kmans...@gmail.com wrote: AppWidgetProvider *is* a broadcast receiver, so you can handle your alarm actions right there. Some broadcasts can't be received by declaring intent filters in the manifest, I believe battery state is one of those. No such limitation with your own alarm action, though, so there isn't a chicken and egg (= service and receiver) issue here, as for the battery broadcast. -- Kostya Vasilyev --http://kmansoft.wordpress.com 04.02.2011 1:57 пользователь Jeffrey jeffisagen...@gmail.com написал: One question on AlarmManager, the examples I'm seeing all say to set up a broadcast receiver, but wouldn't that defeat the purpose using alarmmanager to prevent running a BroadcastReceiver in a service? Or is the AppWidgetProvider class able to receive the broadcast? On Feb 3, 4:21 pm, Jeffrey jeffisagen...@gmail.com wrote: Wow, thank you! Now I guess I need to look up a tutorial on using the AlarmManager. On Feb 3, 7:46 am, Mark Murphy mmur...@commonsware.com wrote: On Wed, Feb 2, 2011 at 9:57 PM, Jeffrey jeffisagen...@gmail.com wrote: I've got a battery widget I'm working on and I have a broadcast receiver for when the battery status changes, but I don't know where it needs to go. I tried putting it in the Configuration activity, but I keep getting this error: Activity com.android.blah has leaked IntentReceiver com.android.blah $2@43758c58 that was originally registered here. Are you missing a call to unregisterReceiver()? Please let me know what I'm doing wrong, I'm pretty new to broadcast receivers, so if I'm missing something basic please let me know. I wouldn't use a broadcast receiver in this case. That would require you to keep a service running 24x7, to host the receiver, and that is bad for business. Rather, just check the battery level periodically: - via updatePeriodMillis in your metadata, or - via AlarmManager, if the 30-minute minimum for updatePeriodMillis will be too long (probably would be, in this case) To check the battery level, call registerReceiver() with the ACTION_BATTERY_CHANGED IntentFilter, but a null BroadcastReceiver. The Intent that is returned to you will be the last-broadcast battery change Intent, from which you can get the last-known battery level. You can even let the user configure the polling period, to balance between accuracy and battery consumption by the battery app widget. -- Mark Murphy (a Commons Guy)http://commonsware.com| http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training in London:http://bit.ly/smand1andhttp://bit.ly/smand2 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Where to put a broadcast receiver for a widget
Am I doing something wrong? The first time my app runs this code it runs it from the Configuration page and it works just fine, the second time it comes up with a nullpointerexception, the code is this: IntentFilter batteryLevelFilter = new IntentFilter(Intent.ACTION_BATTERY_CHANGED); rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I know that registerReceiver doesn't like to run from the AppWidgetProvider, so is it something to do with the class being called by the onUpdate()? I don't know if I need to do anything special but I can't seem to get it to run this line of code to save my life. Also as a side note I tried using this int rawlevel = intent.getIntExtra(BatteryManager.EXTRA_LEVEL, -1); and it can't resolve BatteryManager.EXTRA_LEVEL even after importing BatteryManager and setting the minSDK to 8. On Feb 3, 8:30 pm, AndroidDevTime androiddevd...@gmail.com wrote: what are the power battery performance implications of maintaining a service? Will this drain the battery more to keep a service up and running? Especially if you bind to the service from the widget to call service functions? On Feb 3, 3:39 pm, Mark Murphy mmur...@commonsware.com wrote: 2011/2/3 Jeffrey jeffisagen...@gmail.com: Thank you, one last issue that I'm having, you said to get the battery level to call registerReceiver with a null broadcast receiver, but when I try the following code I get a nullpointerexception: int rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I'm not sure if thats right or not. When I was running a broadcast receiver it grabbed the context and the code was as such: int rawlevel = intent.getIntExtra(level, -1); which worked but since I no longer use the broadcast receiver to grab the intent I can't seem to figure out how to get it into a manageable variable. There are two possibilities: 1. Your batteryLevelFilter is incorrect 2. Your code is being called before an ACTION_BATTERY_CHANGED broadcast has been sent Since #2 is conceivable, depending on when you are setting up your alarms, be sure to handle a null response to registerReceiver(). Also, I would use BatteryManager.EXTRA_LEVEL instead of level. That's a change I need to make in one of my own examples, one of these days... -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training...At Your Office:http://commonsware.com/training -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Where to put a broadcast receiver for a widget
Also the only thing that changes is the Context, is that where the problem is? Because if it's not that then I have absolutely no clue as to what it could be. On Feb 3, 10:45 pm, Jeffrey jeffisagen...@gmail.com wrote: Am I doing something wrong? The first time my app runs this code it runs it from the Configuration page and it works just fine, the second time it comes up with a nullpointerexception, the code is this: IntentFilter batteryLevelFilter = new IntentFilter(Intent.ACTION_BATTERY_CHANGED); rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I know that registerReceiver doesn't like to run from the AppWidgetProvider, so is it something to do with the class being called by the onUpdate()? I don't know if I need to do anything special but I can't seem to get it to run this line of code to save my life. Also as a side note I tried using this int rawlevel = intent.getIntExtra(BatteryManager.EXTRA_LEVEL, -1); and it can't resolve BatteryManager.EXTRA_LEVEL even after importing BatteryManager and setting the minSDK to 8. On Feb 3, 8:30 pm, AndroidDevTime androiddevd...@gmail.com wrote: what are the power battery performance implications of maintaining a service? Will this drain the battery more to keep a service up and running? Especially if you bind to the service from the widget to call service functions? On Feb 3, 3:39 pm, Mark Murphy mmur...@commonsware.com wrote: 2011/2/3 Jeffrey jeffisagen...@gmail.com: Thank you, one last issue that I'm having, you said to get the battery level to call registerReceiver with a null broadcast receiver, but when I try the following code I get a nullpointerexception: int rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I'm not sure if thats right or not. When I was running a broadcast receiver it grabbed the context and the code was as such: int rawlevel = intent.getIntExtra(level, -1); which worked but since I no longer use the broadcast receiver to grab the intent I can't seem to figure out how to get it into a manageable variable. There are two possibilities: 1. Your batteryLevelFilter is incorrect 2. Your code is being called before an ACTION_BATTERY_CHANGED broadcast has been sent Since #2 is conceivable, depending on when you are setting up your alarms, be sure to handle a null response to registerReceiver(). Also, I would use BatteryManager.EXTRA_LEVEL instead of level. That's a change I need to make in one of my own examples, one of these days... -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training...At Your Office:http://commonsware.com/training -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Where to put a broadcast receiver for a widget
Okay, figured it out. I guess I can't have anything from the AppWidgetProvider class activate a registerReceiver so I have to make a service to do it. I don't keep it running, just launch it to update everything then it dies. Thanks for your help and patience. On Feb 3, 10:56 pm, Jeffrey jeffisagen...@gmail.com wrote: Also the only thing that changes is the Context, is that where the problem is? Because if it's not that then I have absolutely no clue as to what it could be. On Feb 3, 10:45 pm, Jeffrey jeffisagen...@gmail.com wrote: Am I doing something wrong? The first time my app runs this code it runs it from the Configuration page and it works just fine, the second time it comes up with a nullpointerexception, the code is this: IntentFilter batteryLevelFilter = new IntentFilter(Intent.ACTION_BATTERY_CHANGED); rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I know that registerReceiver doesn't like to run from the AppWidgetProvider, so is it something to do with the class being called by the onUpdate()? I don't know if I need to do anything special but I can't seem to get it to run this line of code to save my life. Also as a side note I tried using this int rawlevel = intent.getIntExtra(BatteryManager.EXTRA_LEVEL, -1); and it can't resolve BatteryManager.EXTRA_LEVEL even after importing BatteryManager and setting the minSDK to 8. On Feb 3, 8:30 pm, AndroidDevTime androiddevd...@gmail.com wrote: what are the power battery performance implications of maintaining a service? Will this drain the battery more to keep a service up and running? Especially if you bind to the service from the widget to call service functions? On Feb 3, 3:39 pm, Mark Murphy mmur...@commonsware.com wrote: 2011/2/3 Jeffrey jeffisagen...@gmail.com: Thank you, one last issue that I'm having, you said to get the battery level to call registerReceiver with a null broadcast receiver, but when I try the following code I get a nullpointerexception: int rawlevel = registerReceiver(null, batteryLevelFilter).getIntExtra(level, -1); I'm not sure if thats right or not. When I was running a broadcast receiver it grabbed the context and the code was as such: int rawlevel = intent.getIntExtra(level, -1); which worked but since I no longer use the broadcast receiver to grab the intent I can't seem to figure out how to get it into a manageable variable. There are two possibilities: 1. Your batteryLevelFilter is incorrect 2. Your code is being called before an ACTION_BATTERY_CHANGED broadcast has been sent Since #2 is conceivable, depending on when you are setting up your alarms, be sure to handle a null response to registerReceiver(). Also, I would use BatteryManager.EXTRA_LEVEL instead of level. That's a change I need to make in one of my own examples, one of these days... -- Mark Murphy (a Commons Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy Android Training...At Your Office:http://commonsware.com/training -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Where to put a broadcast receiver for a widget
I've got a battery widget I'm working on and I have a broadcast receiver for when the battery status changes, but I don't know where it needs to go. I tried putting it in the Configuration activity, but I keep getting this error: Activity com.android.blah has leaked IntentReceiver com.android.blah $2@43758c58 that was originally registered here. Are you missing a call to unregisterReceiver()? Please let me know what I'm doing wrong, I'm pretty new to broadcast receivers, so if I'm missing something basic please let me know. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Update Droid for testing
This may seem like a dumb question but I am new to programming on the Droid and I am using a Droid at version 1.1. How do I update it to a more recent version? Preferable at least 1.6. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Game math/logic calulating movement
This almost works, but when I click on a point that has a smaller X value than it's current position it reverses the Y Direction. On Aug 27, 1:01 pm, Robert Green rbgrn@gmail.com wrote: Direction will be in the range -180 to 180 so don't use abs! Always use sin/cos for y/x respectively when in y+ down 2D coordinate systems, otherwise x/y respectively. Here is kind of what you want // tickDelta should be something like .016f to .033f - definitely should total 1.0f per second :) float tickDelta = (currentMs - lastMs) / 1000f; // now mMoveSpeed can be expressed in units-per-second and it'll work at any framerate if you multiply by tickdelta float touchDelta = (float)(TouchY - V.CurY) / (TouchX - V.CurX); float dirRads = (float)Math.atan(touchDelta); float amountX = (float)Math.cos(dirRads) * mMoveSpeed * tickDelta; float amountY = (float)Math.sin(dirRads) * mMoveSpeed * tickDelta; x += amountX; y += amountY; // no additional checks needed. This is how you do 2D directional movement. // this assumes that either TouchX/TouchY or V is set only when the touch is touched down initially so that a vector is made when the touch moves and that value is not updated. On Aug 26, 8:40 pm, Jeffrey jeffisagen...@gmail.com wrote: I know this is more of a general programming question, but my Android friends here have always been helpful. I am trying to make an image move from one part of the screen to a position the user touches, as a constant speed. I don't know the best way to go about doing this and the way I have been trying to get to work is taxing my brain too much. I have been using geometry to calculate slope, then using Sin * movement speed to calculate the difference in X,Y coordinates. This is the code I'm looking at: TouchX = V.TX; (This is the touch event coordinates TouchY = V.TY; ) Slope = (TouchY - V.CurY) / (TouchX - V.CurX); (this figures out the slope of the line to the touch point) DegreeSlopeY = Math.atan(Slope); DegreeSlopeY = Math.abs(DegreeSlopeY); (this is so that I can calculate the direction the image should travel along the slope) DegreeSlopeX = (90.0 - DegreeSlopeY); NewY = (mMoveSpeed * Math.sin(DegreeSlopeY)); (This calculates the shift in Y axis for the image) NewX = (mMoveSpeed * Math.sin(DegreeSlopeX)); (This calculates the shift in X axis for the image) if(TouchX V.CenterX) NewX = -NewX; (This is to finish calculating the correct X axis direction to travel) if(TouchY V.CenterY) NewY = -NewY; (This is to finish calculating the correct X axis direction to travel) The problem that I'm having is the image is veering way of course when traveling in Y heavy paths. When traveling horizontally it works almost perfect. I know there is probably an easier way though I don't know how to use a lot of things (like OpenGLES) so if your advice is to use a different method please link a tutorial for that method if you know of one. Thanks in advance. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Game math/logic calulating movement
The problem is that it is only moving the image one direction along the slope of the line. I've tried making a condition that checks to see if the target area is to the left of the current position, and if so then make the X/Y differences negative, but that works very sporadically, and make the image move in crazy ways sometime. On Aug 28, 5:33 pm, Jeffrey jeffisagen...@gmail.com wrote: This almost works, but when I click on a point that has a smaller X value than it's current position it reverses the Y Direction. On Aug 27, 1:01 pm, Robert Green rbgrn@gmail.com wrote: Direction will be in the range -180 to 180 so don't use abs! Always use sin/cos for y/x respectively when in y+ down 2D coordinate systems, otherwise x/y respectively. Here is kind of what you want // tickDelta should be something like .016f to .033f - definitely should total 1.0f per second :) float tickDelta = (currentMs - lastMs) / 1000f; // now mMoveSpeed can be expressed in units-per-second and it'll work at any framerate if you multiply by tickdelta float touchDelta = (float)(TouchY - V.CurY) / (TouchX - V.CurX); float dirRads = (float)Math.atan(touchDelta); float amountX = (float)Math.cos(dirRads) * mMoveSpeed * tickDelta; float amountY = (float)Math.sin(dirRads) * mMoveSpeed * tickDelta; x += amountX; y += amountY; // no additional checks needed. This is how you do 2D directional movement. // this assumes that either TouchX/TouchY or V is set only when the touch is touched down initially so that a vector is made when the touch moves and that value is not updated. On Aug 26, 8:40 pm, Jeffrey jeffisagen...@gmail.com wrote: I know this is more of a general programming question, but my Android friends here have always been helpful. I am trying to make an image move from one part of the screen to a position the user touches, as a constant speed. I don't know the best way to go about doing this and the way I have been trying to get to work is taxing my brain too much. I have been using geometry to calculate slope, then using Sin * movement speed to calculate the difference in X,Y coordinates. This is the code I'm looking at: TouchX = V.TX; (This is the touch event coordinates TouchY = V.TY; ) Slope = (TouchY - V.CurY) / (TouchX - V.CurX); (this figures out the slope of the line to the touch point) DegreeSlopeY = Math.atan(Slope); DegreeSlopeY = Math.abs(DegreeSlopeY); (this is so that I can calculate the direction the image should travel along the slope) DegreeSlopeX = (90.0 - DegreeSlopeY); NewY = (mMoveSpeed * Math.sin(DegreeSlopeY)); (This calculates the shift in Y axis for the image) NewX = (mMoveSpeed * Math.sin(DegreeSlopeX)); (This calculates the shift in X axis for the image) if(TouchX V.CenterX) NewX = -NewX; (This is to finish calculating the correct X axis direction to travel) if(TouchY V.CenterY) NewY = -NewY; (This is to finish calculating the correct X axis direction to travel) The problem that I'm having is the image is veering way of course when traveling in Y heavy paths. When traveling horizontally it works almost perfect. I know there is probably an easier way though I don't know how to use a lot of things (like OpenGLES) so if your advice is to use a different method please link a tutorial for that method if you know of one. Thanks in advance. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Game math/logic calulating movement
Okay, figured it out. I had some remnants from an old system still in there and was referencing a variable that wasn't being updated correctly. Thank you for you help :) On Aug 28, 5:47 pm, Jeffrey jeffisagen...@gmail.com wrote: The problem is that it is only moving the image one direction along the slope of the line. I've tried making a condition that checks to see if the target area is to the left of the current position, and if so then make the X/Y differences negative, but that works very sporadically, and make the image move in crazy ways sometime. On Aug 28, 5:33 pm, Jeffrey jeffisagen...@gmail.com wrote: This almost works, but when I click on a point that has a smaller X value than it's current position it reverses the Y Direction. On Aug 27, 1:01 pm, Robert Green rbgrn@gmail.com wrote: Direction will be in the range -180 to 180 so don't use abs! Always use sin/cos for y/x respectively when in y+ down 2D coordinate systems, otherwise x/y respectively. Here is kind of what you want // tickDelta should be something like .016f to .033f - definitely should total 1.0f per second :) float tickDelta = (currentMs - lastMs) / 1000f; // now mMoveSpeed can be expressed in units-per-second and it'll work at any framerate if you multiply by tickdelta float touchDelta = (float)(TouchY - V.CurY) / (TouchX - V.CurX); float dirRads = (float)Math.atan(touchDelta); float amountX = (float)Math.cos(dirRads) * mMoveSpeed * tickDelta; float amountY = (float)Math.sin(dirRads) * mMoveSpeed * tickDelta; x += amountX; y += amountY; // no additional checks needed. This is how you do 2D directional movement. // this assumes that either TouchX/TouchY or V is set only when the touch is touched down initially so that a vector is made when the touch moves and that value is not updated. On Aug 26, 8:40 pm, Jeffrey jeffisagen...@gmail.com wrote: I know this is more of a general programming question, but my Android friends here have always been helpful. I am trying to make an image move from one part of the screen to a position the user touches, as a constant speed. I don't know the best way to go about doing this and the way I have been trying to get to work is taxing my brain too much. I have been using geometry to calculate slope, then using Sin * movement speed to calculate the difference in X,Y coordinates. This is the code I'm looking at: TouchX = V.TX; (This is the touch event coordinates TouchY = V.TY; ) Slope = (TouchY - V.CurY) / (TouchX - V.CurX); (this figures out the slope of the line to the touch point) DegreeSlopeY = Math.atan(Slope); DegreeSlopeY = Math.abs(DegreeSlopeY); (this is so that I can calculate the direction the image should travel along the slope) DegreeSlopeX = (90.0 - DegreeSlopeY); NewY = (mMoveSpeed * Math.sin(DegreeSlopeY)); (This calculates the shift in Y axis for the image) NewX = (mMoveSpeed * Math.sin(DegreeSlopeX)); (This calculates the shift in X axis for the image) if(TouchX V.CenterX) NewX = -NewX; (This is to finish calculating the correct X axis direction to travel) if(TouchY V.CenterY) NewY = -NewY; (This is to finish calculating the correct X axis direction to travel) The problem that I'm having is the image is veering way of course when traveling in Y heavy paths. When traveling horizontally it works almost perfect. I know there is probably an easier way though I don't know how to use a lot of things (like OpenGLES) so if your advice is to use a different method please link a tutorial for that method if you know of one. Thanks in advance. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Game math/logic calulating movement
I know this is more of a general programming question, but my Android friends here have always been helpful. I am trying to make an image move from one part of the screen to a position the user touches, as a constant speed. I don't know the best way to go about doing this and the way I have been trying to get to work is taxing my brain too much. I have been using geometry to calculate slope, then using Sin * movement speed to calculate the difference in X,Y coordinates. This is the code I'm looking at: TouchX = V.TX; (This is the touch event coordinates TouchY = V.TY; ) Slope = (TouchY - V.CurY) / (TouchX - V.CurX); (this figures out the slope of the line to the touch point) DegreeSlopeY = Math.atan(Slope); DegreeSlopeY = Math.abs(DegreeSlopeY); (this is so that I can calculate the direction the image should travel along the slope) DegreeSlopeX = (90.0 - DegreeSlopeY); NewY = (mMoveSpeed * Math.sin(DegreeSlopeY)); (This calculates the shift in Y axis for the image) NewX = (mMoveSpeed * Math.sin(DegreeSlopeX)); (This calculates the shift in X axis for the image) if(TouchX V.CenterX) NewX = -NewX;(This is to finish calculating the correct X axis direction to travel) if(TouchY V.CenterY) NewY = -NewY; (This is to finish calculating the correct X axis direction to travel) The problem that I'm having is the image is veering way of course when traveling in Y heavy paths. When traveling horizontally it works almost perfect. I know there is probably an easier way though I don't know how to use a lot of things (like OpenGLES) so if your advice is to use a different method please link a tutorial for that method if you know of one. Thanks in advance. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: why application size increase in market
Do you have copy protection on? Turning on copy protection increases the file size. A way to get around that is to create your app with the new licensing feature. On Aug 1, 11:17 pm, aswani kumar tholeti ensisinf...@gmail.com wrote: Hi Folks, i developed one application its apk file size is 1.x mb.i uploaded apps into android market when i check application on market it's size 2.x.why my application size is increase on android market. is there any possibility to reduce the size of apps on android market. Thanks in Advance Aswan -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: LVL - A Massive Concern
The only thing I can say is that it is going to be used primarily on paid apps. Paid apps that you would have had to buy through the market. Meaning that using them on non-market devices wouldn't be possible anyway, since the apps that will be using it are probably using the current form of copy protection which prevents you from using it on non-market devices seeing as you can't copy them. This is a completely different situation from music DRM. When you play DRM music you don't have it checking a server to see if you purchased it, they usually just make it retardedly restrictive to copy/move to a new device. On Aug 1, 9:02 pm, ocdtrekkie jtn...@gmail.com wrote: Someone did point out to me that LVL should not affect people on non- Market devices, which helps a bit, if its true (I haven't confirmed it), so that's a bit better, but I'm still very concerned about the damage some of the messes licensing concerns may cause, when right now, half the time downloading paid apps doesn't work right now as is. Additional mess, sigh. On Aug 1, 8:53 pm, ocdtrekkie jtn...@gmail.com wrote: Is nobody else worried about the rampant stupidity of DRM now being applied to Android? The music industry spend many years and billions of dollars before realizing DRM did not stop pirates, and merely harassed and annoyed paying customers. I for one, will not purchase any paid app that utilizes LVL protection, because I want the ability to use my apps on non-Market devices for example. It seems that every developer is gung ho about this, which is why I want to ask you guys, the developers, more about your opinions on this. DRM has been proven time and time again to do nothing to stop piracy, I have a membership in a tracker I use for replacing some of my damaged retail discs, and I see cracked copies of games coming through the same day of release, for major PC titles with massive DRM suites. The only thing it does, is inconvenience legitimate users who want to utilize their apps the way they want to. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] LVL Sample application problems
I've followed the instructions for loading the sample LVL application and it loads up with a bunch of errors. Anywhere that a R.layout.main or R.* request is made it says R cannot be resolved. It suggests importing Android.R but if I do that then it says it can't find any of the files, including the R.layout.main file which is definitely there. What gives? I have had several problems with sample applications so far, am I doing something wrong? You'd think that all you have to do is import it from existing source and it should work. Has anyone else had this issue? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Dynamically creating list on button click
I am trying to make a class schedule that looks something like this __ TextView TextView TextView [_EditText_] [addClass Button][addTime Button][addBuilding Button] ___ I have the layout and the buttons adding text from the edit text field when clicked. However I need to add a new text view when the button is click. I believe that I should be using some type of array to accomplish this but I am not sure exactly how. Also, the text is not being saved when the program exits. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Seems Android Market statistics go wrong again
I disagree, my paid app now has less downloads then I have purchases. So something is definitely up... On Jul 16, 4:06 pm, Maps.Huge.Info (Maps API Guru) cor...@gmail.com wrote: Our app Radar Now! dropped from 611,000 to 562,000 - quite a bit! However, when compared to our own internal counts, they are much more in line now. We count each individual registration of an Android ID as one install, which should be the way Google does it. The discrepancy is on the order of 20,000 between our numbers and the market, so that makes a lot more sense. The differences most likely are those that downloaded the app but have never run it. 20,000 out of nearly 600,000 is only 3%, I can accept that. -John Coryat -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] HDPI images looking like crap
How do I get my HDPI images to not look like autoscaled versions? Do I need to make the pixels per inch special or something? I use GIMP and I've tried everything and my images still look terrible. I don't know what property I have to change to make it work. Right now I have my ppi set at 72. Also I don't know if this matters but the images are 9patch images. Also, I am using the HDPI button image straight from the HDPI source folder, and it also looks like crap when using .setBackgroundResource(R.drawable.imagename). The weird part about the button image is that it looks just fine when it's set via XML as the background resource, but when it's reset using .setBackgroundResource, it looks like shit. Please tell me what I am doing wrong... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: HDPI images looking like crap
Nevermind, I have found the solution. I changed uses-sdk android:minSdkVersion=3/ to uses-sdk android:targetSdkVersion=6/ and added supports-screens android:largeScreens=true android:normalScreens=true **android:resizeable=true** android:smallScreens=true android:anyDensity=true / On Jul 3, 8:39 pm, Jeffrey jeffisagen...@gmail.com wrote: How do I get my HDPI images to not look like autoscaled versions? Do I need to make the pixels per inch special or something? I use GIMP and I've tried everything and my images still look terrible. I don't know what property I have to change to make it work. Right now I have my ppi set at 72. Also I don't know if this matters but the images are 9patch images. Also, I am using the HDPI button image straight from the HDPI source folder, and it also looks like crap when using .setBackgroundResource(R.drawable.imagename). The weird part about the button image is that it looks just fine when it's set via XML as the background resource, but when it's reset using .setBackgroundResource, it looks like shit. Please tell me what I am doing wrong... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] logcat buffer size
i want to increase the logcat buffer size. that is, when i do logcat from adb or from a shell, i want to see more historical log entries. i see that logcat has a -r size option, but that requires -f filename also. i don't understand what this means. i want to change the size of the default buffer, why is it asking me for a file name? my understanding is that logcat is just a wrapper around /dev/log/*? i realize i might have a fundamental misunderstanding about what -r actually does. for example, it sounds like it may cause the system to create a file-based rotated log, in addition to the /dev/log/* devices? that's not really what i want. ? thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: How to detect Bluetooth headset key press
You can override the onKeyDown method in any activity and check for the KeyEvent.KEYCODE_MEDIA_* key codes. e.g. boolean onKeyDown(int keyCode, KeyEvent event) { AudibleReadyPlayer p; switch (keyCode) { case KeyEvent.KEYCODE_MEDIA_FAST_FORWARD: // something for fast forward return true; case KeyEvent.KEYCODE_MEDIA_NEXT: // something for next return true; case KeyEvent.KEYCODE_MEDIA_PLAY_PAUSE: // something for play/pause return true; case KeyEvent.KEYCODE_MEDIA_PREVIOUS: // something for previous return true; case KeyEvent.KEYCODE_MEDIA_REWIND: // something for rewind return true; case KeyEvent.KEYCODE_MEDIA_STOP: // something for stop return true; } return false; } Jeff On Apr 29, 8:20 am, gcstang gcst...@gmail.com wrote: I thought this was disabled at the OS levelotherwise wouldn't we be able to press to start a dialing app on our BT Headsets? On Apr 29, 1:31 am, mort m...@sto-helit.de wrote: Hi, it's pretty simple: add a broadcast listener to MEDIA_BUTTON: intent-filter android:priority=some number action android:name=android.intent.action.MEDIA_BUTTON / /intent-filter You need to give it a priority, which decides whether it's handled before or after other apps. In other words, it's pure coincidence who picked the highest number... If you handled the button press, you should abort the broadcast with abortBroadcast(). Trouble with this handling is, the priorities and abortBroadcast() work fine as long as each app only responds while e.g. something is played. But several users also expect a default player to be launched (or start playing) upon button press, like the default player, so it might happen some app with a higher priority number won't let the intent come through to your app... (I already filed an issue to improve that:http://code.google.com/p/android/issues/detail?id=7772 - no response so far...) In the onReceive, you can get the button event with KeyEvent key = (KeyEvent) intent.getParcelableExtra(Intent.EXTRA_KEY_EVENT); key.getKeyAction() tells you whether the button was released or pressed, key.getKeyCode() tells which button. The values are documented and pretty self explaining, like KeyEvent.ACTION_DOWN or KeyEvent.KEYCODE_MEDIA_PLAY_PAUSE. Regarding press and release, keep in mind several headsets do own processing which prevents this (like e.g. closing the connection or sending stop on long press on play/pause) or simply send both at once when the key is pressed or released. Also, some BT drivers are a bit unreliable in that regard... If you want to handle single button cable headsets as well, also regard the key code KEYCODE_HEADSETHOOK. btw: HTC Hero doesn't implement this standard, it needs a workaround app. HTH, Mirko -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 1.5 Not finding image resource!
Thank you, though its wierd, when setting a 9 patch image as a button background with setBackgroundResource(R.drawable.Filename) it's like 1.5 doesn't want to 9patch it or something, the image goes huge and make the button bigger, where as 1.6 and higher leave the button size along. Oh well, I got around it by setting the image immediately in onCreate() so they the button doesn't grow later when clicked. On May 15, 5:40 am, Kostya Vasilyev kmans...@gmail.com wrote: Jeffrey, Use -v4 suffix with alternate drawable folders to make them invisible to Android 1.5. So you'd have: res/drawable res/drawable-ldpi-v4 res/drawable-hdpi-v4 V4 means only use if API version is equal to or above 4, which is Android 1.6 with proper hdpi/ldpi handling. Android 1.5 will ignore -v4 folders and just use plain drawable. -- Kostya 15.05.2010 6:11, Jeffrey пишет: That would make sense except that it tries to draw the image from drawable-nodpi before trying drawable. Also, the error isn't that the image is missing, it's that the image must be bigger than a 0 x 0 image, which it is. For some reason 1.5 trying to read a 9patch from nodpi causes it to mess up. On May 14, 2:57 am, Guillermo 'YaW' Andradesloko...@gmail.com wrote: In 1.5 nodpi, hdpi, mdpi and ldpi doesn't exist. This terms were born in 1.6 so probably 1.5 doesn't recognize this folders. On 14 mayo, 07:36, Jeffreyjeffisagen...@gmail.com wrote: Slight update, it turns out taking the resource out of the nodpi folder caused it to revert to the drawable folder and then it worked. Does anyone know why putting it in the nodpi would cause it to mess up? fyi the image in question is actually the default button image, taken out of the sdk resources, so there shouldn't be any issue with my image being messed up... On May 14, 12:23 am, Jeffreyjeffisagen...@gmail.com wrote: I have an app that when run on 1.5 throws the following exception every time it tries to set an image: Resource not found exception blah blah blah caused by: Java.lang.IllegalArgumentException: width and height must be 0 The image is being pulled from a drawable-nodpi folder, and all the dimensions are either wrap content or fill parent. I have no idea where it is getting values lower than zero. Is there something I am missing or what? Also the image I am trying to pull is a 9patch image, though I am referencing it the same way in another application just fine... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- Kostya Vasilyev ~ WiFi Manager + pretty widget ~http://kmansoft.wordpress.com/sw -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 1.5 Not finding image resource!
That would make sense except that it tries to draw the image from drawable-nodpi before trying drawable. Also, the error isn't that the image is missing, it's that the image must be bigger than a 0 x 0 image, which it is. For some reason 1.5 trying to read a 9patch from nodpi causes it to mess up. On May 14, 2:57 am, Guillermo 'YaW' Andrades loko...@gmail.com wrote: In 1.5 nodpi, hdpi, mdpi and ldpi doesn't exist. This terms were born in 1.6 so probably 1.5 doesn't recognize this folders. On 14 mayo, 07:36, Jeffrey jeffisagen...@gmail.com wrote: Slight update, it turns out taking the resource out of the nodpi folder caused it to revert to the drawable folder and then it worked. Does anyone know why putting it in the nodpi would cause it to mess up? fyi the image in question is actually the default button image, taken out of the sdk resources, so there shouldn't be any issue with my image being messed up... On May 14, 12:23 am, Jeffrey jeffisagen...@gmail.com wrote: I have an app that when run on 1.5 throws the following exception every time it tries to set an image: Resource not found exception blah blah blah caused by: Java.lang.IllegalArgumentException: width and height must be 0 The image is being pulled from a drawable-nodpi folder, and all the dimensions are either wrap content or fill parent. I have no idea where it is getting values lower than zero. Is there something I am missing or what? Also the image I am trying to pull is a 9patch image, though I am referencing it the same way in another application just fine... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] 1.5 Not finding image resource!
I have an app that when run on 1.5 throws the following exception every time it tries to set an image: Resource not found exception blah blah blah caused by: Java.lang.IllegalArgumentException: width and height must be 0 The image is being pulled from a drawable-nodpi folder, and all the dimensions are either wrap content or fill parent. I have no idea where it is getting values lower than zero. Is there something I am missing or what? Also the image I am trying to pull is a 9patch image, though I am referencing it the same way in another application just fine... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 1.5 Not finding image resource!
Slight update, it turns out taking the resource out of the nodpi folder caused it to revert to the drawable folder and then it worked. Does anyone know why putting it in the nodpi would cause it to mess up? fyi the image in question is actually the default button image, taken out of the sdk resources, so there shouldn't be any issue with my image being messed up... On May 14, 12:23 am, Jeffrey jeffisagen...@gmail.com wrote: I have an app that when run on 1.5 throws the following exception every time it tries to set an image: Resource not found exception blah blah blah caused by: Java.lang.IllegalArgumentException: width and height must be 0 The image is being pulled from a drawable-nodpi folder, and all the dimensions are either wrap content or fill parent. I have no idea where it is getting values lower than zero. Is there something I am missing or what? Also the image I am trying to pull is a 9patch image, though I am referencing it the same way in another application just fine... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] audio player writing to AudioTrack
I've implemented an audio player that does decoding and decryption, so writes to an AudioTrack object. The decoding and decryption is done in native code. On the more powerful phones everything works fine, but on the lower-power (e.g. HTC my touch) phones when I switch activities the CPU becomes completely pegged and the audio becomes crackly. The first change was to keep the decoding and writing to the AudioTrack entirely in native code, which seemed to help a little. But, the audio still was bad, so, I re-factored out the portion of the audio player class that is responsible for doing the actual playback -- the rest of this class provides access to the meta data in the file, which is in proprietary format -- and am running this as a remote service. The runs fine on the more powerful phones, but *only* runs fine on the lower-power phones if I do the following: - start up the application - switch to another application - switch back to the application - start the audio player Could anyone guess what switching to the other application does? The CPU usage graphs look the same for both the app and player processes when doing this. Thanks. Jeff -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] APK not installing, permission request loop at install
I have an app that is will work just fine if I install it directly via ADB, but when I export it into an APK file it will not install, whenever you try it loops on the permissions page, and instead of installing when you click install or okay, it just opens that page again. I have tried compiling it from two different computers with different OS's, and I still have the same issue, what might be causing this? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: SocketTimeoutException: Read Timed Out Occurs Only via Mobile
I've been experiencing something similar using HttpClient (also using URLConnection): java.net.SocketTimeoutException: The operation timed out The quick fix seems to be retrying the connection, but I'd like to think there's a better way of handling it. On May 4, 1:26 am, Paul Tongyoo paul.tong...@gmail.com wrote: Hi all-- I'm receiving SocketTimeoutException: Read Timed Out errors in my client app when attempting to post image data to a central server over HTTPS. What's odd is that I cannot reproduce the error when posting data from my local machine (via the emulator) to the same server. Increasing the SO_TIMEOUT value seems to only prolong the amount of time it takes for the timeout exception to occur. I am very new to using the Apache HTTP API - what am I missing? HttpClient httpClient = new DefaultHttpClient(); HttpConnectionParams.setSoTimeout(httpClient.getParams(), 15000); HttpConnectionParams.setConnectionTimeout(httpClient.getParams(), 15000); HttpPost post = new HttpPost(https://;); ... HttpResponse response = httpClient.execute(post); // Exception occurs here ... httpClient.getConnectionManager().shutdown(); // Closes the connection successfully? TIA Paul -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] log buffer size?
how do i set the maximum log buffer size? i see there is a logcat -r ... option, but it requires that i also specify -f, which is the log file location. what's the location of the default android log buffer file? poking around in the file system i can't see to find it. assuming i can find it, is it sufficient to do logcat -r nkb -f default log location? thanks. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] ProgressBar setMax(int) defaulting to 100
I actually found the answer to this issue as I was about to post, but I will post anyway to help anyone that might encounter this issue. DO NOT set any progress or secondary progress amounts in the XML file for the progress bar, this apparently prevents you from setting the Max programmatically later. I hope this helps. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Dialog not responding to fill_parent setting
How do I fix this? I'm sure most of you have had this problem. I want my dialog box to fill the screen as I have seekbars set on fill parent, and so it makes this tiny dialog in the middle of the screen with tiny seekbars to go along with it. This is really irritating as I can't find any help anywhere! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Device Seeding Program for Top Android Market Developers
Moto Droid received in Southern California. Thank you Google! -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Seek Bar .setFocusable(false) not working
I need a seek bar to not be able to be adjusted, but without making the color change... setFocusable does not work for this. Is there a way to do this because it seems like there should be (without re- writing the seekbar class that is). -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Seek Bar .setFocusable(false) not working
Note that setEnabled will not work for me as it darkens the color. On Apr 22, 10:36 pm, Jeffrey jeffisagen...@gmail.com wrote: I need a seek bar to not be able to be adjusted, but without making the color change... setFocusable does not work for this. Is there a way to do this because it seems like there should be (without re- writing the seekbar class that is). -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: ListView row floats out of place, scrolls different speed?
to answer my own question (sort of), there were two objects in the list that were equal according to my equals / hashcode. as this is a list i am not sure why this would be a problem, but removing the unnecessary equals / hashcode made it go away. On Sun, Apr 4, 2010 at 9:55 AM, Jeffrey Blattman jeffrey.blatt...@gmail.com wrote: i have a list view. as i scroll, one of the elements in the list scrolls at a different rate and ends up floating above the other elements. i don't know how exactly to describe it, so i attached a pic screen cap. any ideas what would cause this? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using remove me as the subject.
[android-developers] Re: OnPause() - how to resume to an activity which has a Bundle passed to it when it is created
What I have done with success in some of my apps is making several parent views that hold each layout within a table layout, and use the menu buttons to change the visibility of the parent view containing the info you want them to see. Since the view is never really closed, it's state is kept. Just use setVisibility(View.GONE) or View.VISIBILE and it should keep everything good. Just make sure that each button press hides all the other parent views or else you will basically end up with two screens showing one after the other. On Mar 12, 7:21 am, TreKing treking...@gmail.com wrote: On Fri, Mar 12, 2010 at 12:28 AM, Prajakta Shitole prajakt...@gmail.comwrote: One of my idea was to store the picture and the text view in the service and on click of a menu button navigate to another activity which will connect to the service and draw the stored pictures, text views in its activity. I haven't done anything like this but this seems like what you would want to do. ----- TreKing - Chicago transit tracking app for Android-powered deviceshttp://sites.google.com/site/rezmobileapps/treking -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: application to run first time device is turned on
You could always have a background service check a savedpreference that returns false by default, and if it's false then it runs the wizard, and when the wizard completes it saves the preference to true or something along those lines. On Feb 26, 6:57 pm, Yoav yoav.epst...@gmail.com wrote: Hi All, I am writing an application that is intended to run only once, the first time the user turns on their device. We'll call it the setup wizard. I wanted to know the proper way of doing this. I saw the following Settings.System.SETUP_WIZARD_HAS_RUN, but could not find anywhere in the SDK it is used to launch an application. I am aware of the Intent, android.intent.action.BOOT_COMPLETED, and could use it with Settings to launch my application. I just wanted to know if this is the proper way to run the setup wizard. Just to make sure I'm clear, I'm developing an application that will come installed on a device, not an application the user will download from the market place. Thanks for any insights, Yoav -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] 2 Dimensional Array not initializing correctly
I have a 2D array that I need to initialize. I have a class that holds all my variables name V, so in that class I have this: static String[][] ModelInfo = new String[300][25]; That should make 300 array variables with 25 points in it, but it doesn't as any time I try to reference anything other than V.ModelInfo[0][0] I get arrayindexoutofboundsexception. I have tried initializing this in a for loop, but even that won't work. I've tried this: V.ModelInfo = new String[300][]; for(int ForNum = 0; ForNum 300; ForNum++){ V.ModelInfo[ForNum] = new String[25]; } What the hell am I doing wrong? I found a work around at the moment that does this: for(int ForNum = 0; ForNum 300; ForNum++){ V.ModelInfo[ForNum] = new StoredArray; //StoredArray is initialized as String[25]. } Is there some trick to getting 2D arrays to actually work like they are supposed to? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: 2 Dimensional Array not initializing correctly
fadden, it turns out the issue is with creating the array in a different class. That is why your test program worked, because you didn't actually recreate the situation I explained. I hope that this helps anyone with the same issue that is looking for an answer. On Feb 17, 8:16 pm, fadden fad...@android.com wrote: On Feb 17, 5:34 pm, Jeffrey jeffisagen...@gmail.com wrote: I have a 2D array that I need to initialize. I have a class that holds all my variables name V, so in that class I have this: static String[][] ModelInfo = new String[300][25]; That should make 300 array variables with 25 points in it, but it doesn't as any time I try to reference anything other than V.ModelInfo[0][0] I get arrayindexoutofboundsexception. I tried a test program: public static void main(String[] args) { String[][] ModelInfo = new String[300][25]; System.out.println(ModelInfo); System.out.println(ModelInfo[200]); System.out.println(ModelInfo[200][10]); } it output something like: [[Ljava.lang.String;@4aad3ba4 [Ljava.lang.String;@3326b249 null This seems to be the expected behavior - an array with 300 entries, each of which is an array with 25 entries, ready to hold strings. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Saving the contents of an array
Well, I'm needing to save potentially over 1000 values in about 12 or so arrays. I was kind of hoping that there was an easy way to save an array and then load it back without having to do a bunch of stuff to it. I'm not too experienced with programming so most of my knowledge comes from reverse engineering examples I see, and I haven't been able to find an example on saving a populated array and re-loading it later. What would be the best way to go about saving the data, since shared preferences can't save a String[] type or an int[] type. If I mush them all together into one item I don't know how to separate them later. On Jan 19, 10:12 pm, schwiz sch...@gmail.com wrote: you could use the xmlSerializer class to write an xml file and sax to read it back in On Jan 19, 9:23 pm, Charlie Collins charlie.coll...@gmail.com wrote: If your array is not too large, I agree with theSmith, using SharedPreferences is very easy if you are not sure about how to use other data storage approaches. If you store it as a String you could then parse it and rebuild the array. If you have a lot of data, you might want to go ahead and check out using a database. Here is a quick database example I wrote recently, in case it helps:http://www.screaming-penguin.com/node/7742. Also, here are some examples of writing and reading to files:http://unlocking-android.googlecode.com/svn/chapter5/trunk/FileStorag See CreateFile for writing to a file, and ReadFile for reading the data back. These are a bit simplified, and the process is pretty raw, but the concepts are there. HTH On Jan 19, 8:25 pm, Jeffrey jeffisagen...@gmail.com wrote: How do I save the contents of an array to a file and then read it again later? I have a small amount of data that will need to be stored and since I have no idea where to start on using a SQLite database, I think this will work a lot better. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Saving the contents of an array
How do I save the contents of an array to a file and then read it again later? I have a small amount of data that will need to be stored and since I have no idea where to start on using a SQLite database, I think this will work a lot better. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Installing app on android device
Also, exporting an UNSIGNED package is the main problem. Packages must be signed in order to install. It's not hard to sign them as Android allow self-signed packages. Just use the android tools menu and click on export SIGNED package. On Jan 19, 1:43 pm, Robert Nekic robertne...@gmail.com wrote: Now that I think about it...I seem to recall having trouble getting Astro to launch an apk. I eventually installed a different file manager app from the Market, cleverly called File Manager. I don't like the app very much but it does launch my apk. On Jan 19, 2:35 pm, Robert Nekic robertne...@gmail.com wrote: I've heard Archos killed some functionality regarding debugging/ development with the Archos 5 Internet Tablet. If you go to Settings, Applications, do you see a checkbox at the top of the list for Unknown sources? You probably have to uncheck that to get your apk to run. Also, does that same Application settings list have a Development option at the bottom of the list? On Jan 19, 1:14 pm, fourk xav fou...@gmail.com wrote: Thanks guys ! I manage to copy the apk already into my Archos, but when I launch it, it won't install. Error message saying, the application can not be installed on this device... but it works perfectly on the emulator... any ideas? On Tue, Jan 19, 2010 at 7:07 PM, String sterling.ud...@googlemail.comwrote: On Jan 19, 2:43 pm, fourk xav fou...@gmail.com wrote: What about if you want to run the application on your DISCONNECTED device? You need to get the APK to the device somehow. By far the most direct method is via USB, but if this isn't an option for some reason, you still need to bridge that gap. Some possibilities: - Copy the APK to an SD card on your development computer, then mount that card on your phone and open th APK file using a File Manager app. - Upload the APK file to a web server, then browse to its URL using the browser on the device. There are probably other means, but you will need to get the APK file to the device one way or another. String -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2Bunsubs cr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: myTouch 3G developer phone
No, it does not need service so it should work in it's current state. There are quite a few posts on getting dev phones to work, so with some searching I'm sure you can find one and get the issue resolved. On Jan 18, 12:49 pm, heretic619 heretic...@gmail.com wrote: I have a myTouch 3G that currently is not connected to any service. I have been trying to use it as a dev phone but eclipse wont see it as proper target device. Does it need service for it to work? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: Android Pirate Site
and co-pilot is hacked and available for free also. i guess that didn't work. On Sat, Jan 16, 2010 at 11:13 AM, theSmith chris.smith...@gmail.com wrote: Would it be feasible to authicate the app with a google checkout number like copilot does? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Version Control
bin and gen. On 1/10/10 12:49 PM, barry wrote: When using Eclipse as an IDE, which files/folders can I safely ignore for version control purposes? Thanks. -- attachment: qr-gmail.png-- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Utilizing HTTPS
why do you think it doesn't do the job? you can use https through either the java.net classes or their httpclient equivalents. On 1/11/10 9:10 AM, Knossos wrote: Hi, I want to use HTTPS in my application. The Java URL class does not seem to do the job. Does anyone have any pointers? Thanks! Knossos. -- attachment: qr-gmail.png-- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: any nexus discount for developers?
Do any of the other mobile OS developing organizations hand out free phones to developers? On Jan 9, 2010 11:12 PM, blindfold seeingwithso...@gmail.com wrote: Probably not. Googlers got one for free, but us mortal developers are not considered worthy of a similar treatment. On Jan 10, 6:22 am, ian stilbit...@gmail.com wrote: Does anybody know if developers will be abl... -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: any nexus discount for developers?
with the risk of coming across as inflammatory ... you should ask yourself why you are here complaining about android and not somewhere else discussing webos or iphone OS or windows mobile. there are lots of alternatives. my reason is that i thought i could get in the ground floor. it turns out the market was completely saturated when i got here, so oh well :) which happens to be the reason why google doesn't have to give me extra special hand holding. there's already a critical mass of developers. if i walk away there's a million people willing to step in and write replicas of the silly little apps i've published. i wouldn't be surprised to hear that google does give assistance in special cases ... with the agreement that they do not publicise the charity. On Sun, Jan 10, 2010 at 6:55 AM, ian stilbit...@gmail.com wrote: Well considering the larger market for iPhones, especially in Canada, I guess the Apple developers probably get their money's worth. With the relentless rollout of newAndroid versions, the small market share, and the proliferation of proprietary brand variations, I don't think Android developers get the support they deserve. Google is rich already, and we're going to make them more money, They should invest in the developers, not charge us 100% markup on a dev phone. On Jan 10, 7:03 am, Yves Glodt y...@mind.lu wrote: 2010/1/10 blindfold seeingwithso...@gmail.com Probably not. Googlers got one for free, but us mortal developers are not considered worthy of a similar treatment. about mortal developers... Lucky you are that you are not an iPhone dev... being harassed to buy a mac, plus at least $99 for being allowed to develop... On Jan 10, 6:22 am, ian stilbit...@gmail.com wrote: Does anybody know if developers will be able to buy a Nexus for less than $529? I need a phone for testing my apps soon but the price seems steep. Also I'm worried 2,1 may break my apps, which are designed for 1.5. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com android-developers%2bunsubscr...@googlegroups.comandroid-developers%252bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Nine patch pre-scaling on Hdpi
The easiest thing I can think of is to make high density images and see if that fixes the problem. I know that fix isn't the best but it might work. On Jan 5, 7:31 am, Pixie m...@labpixies.com wrote: Hello everyone, I have some 9-patch images on my app, and they work great on the medium density. When I load the app on a High density emulator/device, these images look grainy. It happens only to 9-patch images. The others look great after the pre- scaling. Is there a way to make them look good after the scaling, like the non-9-patch images? Thanks -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Patch 9 images and .setImageResource
I have an image that is applied via setImageResource and it's a patch 9 but it is not stretching correctly. It is stretching the entire image and I can't figure out why. Do I have to set a certain ScaleType? I have tried with CENTER_CROP but it didn't seem to have any efftect so I didn't try the others. Does anyone know why patch 9 files don't work in this situation? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: Patch 9 images and .setImageResource
I think I found out why... Apparently there is a difference between whatever.9.png and whatever.9.PNG... On Jan 2, 2:39 am, Jeffrey jeffisagen...@gmail.com wrote: I have an image that is applied via setImageResource and it's a patch 9 but it is not stretching correctly. It is stretching the entire image and I can't figure out why. Do I have to set a certain ScaleType? I have tried with CENTER_CROP but it didn't seem to have any efftect so I didn't try the others. Does anyone know why patch 9 files don't work in this situation? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Draw() filling memory instantly
I'm working on a game and right now I'm using the Lunar Lander sample app as a template. The problem I'm encountering is running the draw method I have. In the Lunar Lander app they use this: run(){ while (mRun) synchronized(mHandler) DoDraw(); There is a little more to the code that I can't remember but the problem I'm having is that they don't seem to be doing anything to throttle the DoDraw command and make it draw slower. I'm trying the same thing but as soon as the Run() command is called the first time my memory immediately fills up and my apps stops working. I am running the Run() command from an OnTouchEvent from the UI Activity, and TouchEvents also change variables used by a method ran at the same time as the DoDraw() command. Is there anyone that could tell my why the lunar lander doesn't suffer the same issue as mine? I put in a 100 millisecond delay and it worked well, though it looked choppy. Is there a better way to do this or am I just doing it wrong? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] AppWidget Update on Orientation Change
I asked the same question some time back and the answer I received was that there is no way to detect if your widget is visible, or currently shown on the home screen. On Dec 29, 2009 7:29 PM, Ryan rgra...@gmail.com wrote: I am developing a photo frame widget, all works except on an orientation change to landscape mode my appwidget doesn't display correctly as I have it set to portrait dimensions and it is too large for the display. I would like to run some code to resize the image so that everything displays correctly and it uses all the space that I allot. What is the correct way to do this? I can think of 2 methods however both seem inefficient. The first would be to register a broadcast reciever to take orientation changes, however I don't want to redo my appwidget everytime the phone is turned on its side as the majority of the time the homescreen is not showing when the orientation is changed (ie other apps are used, and I don't need my code running in the background). I only need it to run when the home screen is shown. The second would be to setup a service to manage my appwidget but that also seems inefficient to be always running in the background. What is correct method to do this? Thanks, - Ryan -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en